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FODD 2.4 Launched
  • Good morning, everybody!
    After a bit of testing to make sure I don't have a leviathan of a bug hidden somewhere, I am ready.

    I am happy to present the newest FODD 2.4!

    I'm sorry it took so long, and I hope it is not underwhelming, as I could not make all the things I wanted to do in time. Researching resources took a lot of my time, but I hope it was worth it in the end. Well, guess what didn't make it into this version, will make into the next. I have some ideas that I believe you guys will like.

    I hope everyone has fun! Thanks to everyone who helped, if you helped and didn't see your name in the credits, tell me and I shall credit you, I probably forgot because I'm forgetful as all hell.

    Download Link: https://www.mediafire.com/file/smsob0oyxyed6k9/FODD.rar/file
    Checksum: IHVL



    Changelog:


    Code:
    FODD 2.4 Changelog:
    
    
    FODD_ID_Numbers.txt:
    
        - Updated info.
      
        - NATIONAL PROVINCES updated.
    
    Fallout's Doomsday Reference.xls:
      
        Planned Units:
            - Added the planned PA-0 through PA-5. Not yet activated.
          
            - Elite Irregulars.
    
    ai:
    
        ARA.ai: Ice Warriors now more aggresive towards pretty much everyone near them.
      
        AFG.ai:
            New enemies:
                - Caesar's Legion
                - Beastlords
                - The Huns.
          
            Added a few more comments.   
          
              
        ANG.ai: Now has new Beastlord friends to consider.
      
       
          
    
      
        CAM.ai: Reavers got a small AI improvement.
      
        Broken Hills:
            POL.ai:
                - Broken Hills is now slightly more aggressive (was 0, now 10).
              
                - Better tag commenting.
              
                - Added X_Marks_The_Spot's new location.
      
        BEL.ai: God-Machine is more aggressive towards The Huns.
      
        BEN.ai: Beastlord AI revamped:
            Will now attack:
                - Kansas Free State
                - Dark Cathedral
                - Zombie Apocalypse
                - Robot Nation
                - Nuka Cola
                - New Church.
                - Under-Nation
                - Western Brotherhood of Steel
                - Nuka Cola Corporation
                - Spiders
              
            Will befriend:
                - Junkers
                - Under-Nation
                - Reavers  
                - The Huns
                - Mutant Army
                - Mayan Empire
                - Manitou Tribes
                - Reservation
                - Necropolis
              
            Beastlords are now more aggressive.
          
        Caesar's Legion:
      
            New Files: ALB_2250.ai, ALB_2252.ai and ALB_2255.ai.
          
            - ALB.ai:
              
                - Caesar's Legion combat setting against Vipers changed from 10 to 30.
              
                - Combat setting vs Reservation changed to 30.
              
                - NCR greatly deprioritized. Objective is to make the Legion conquer further East before swinging to the West.
              
                - The Legion now sees Necropolis and Vipers as target.
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
            - ALB_2248.ai:
          
                - Caesar's Legion is now more aggressive towards the Vipers (was 15, then 20, now 30). Caesar should't let some gang or tribe around, he should conquer them.
              
                - NCR greatly deprioritized. Objective is to make the Legion conquer further East before swinging to the West.
              
                - Ceasar's Legion will now see the Brotherhood of Steel, Vipers, Reservation, New Church and Kansas Free State as a expansion targets. Watch out! The Legion is interested now!
              
                - Aware of Texas Reformed.
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
            - ALB_2250.ai:
    
                - New AI file created! This file is meant to make the Legion more powerful a player.
              
                - This Legion now attacks the Shi Empire and Broken Hills as well.
              
                - More aggressive later AI.
              
                - Aware of Texas Reformed.
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
            - ALB_2252.ai:
          
                - Even more aggressive than the previous one.
              
                - Finally pulling towards the NCR
              
                - Aware of Texas Reformed.
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
    
            - ALB_2255.ai:  
              
                - Going all out in war, especially against the NCR.  
              
                - Aware of Texas Reformed.
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
          
          
        Enclave:
    
            New Files:
                - ENG_2251.ai
                - ENG_2253.ai
          
            - ENG_2245.ai and 2249.ai:
          
                - Enclave now realizes Pioneer Alliance is an enemy and that it must be fought. Document re-patterned towards the new model of AI docs, with alphabetically-ordered and labelled tags. Enclave now hates the Beastlords as much as any other mutant, but not as much because they're too far... for now.
              
                - Less aggression against Mutant Army
              
            - ENG_2247.ai   
          
                - Less aggression against Mutant Army
              
            - ENG_2249.ai: Enclave more aggresive towards Ice Warriors.
          
                - Less aggression against Mutant Army.
              
                - Now attacks Warriors of Ice
              
                - Enclave now fortifies a bit more.
              
                - Enclave starts building Air Units in this year.
              
            - ENG_2251.ai
          
                - Enclave becomes more aggressive in this year.
    
                - Enclave builds a bit more air units.
      
                - Enclave now fortifies a bit more.
      
            - ENG_2253.ai
          
                Enclave become more aggressive.
      
      
        Dark Cathedral:
      
            - AZB.ai: Dark Cathedral now attacks Beastlords.
      
      
        Den:
      
            DEN_2245.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
            DEN_2246.ai
    
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
        East BOS:
      
            - SPA.ai:
          
                - Made AI aware of Beastlords and more aggressive towards The Huns. A bit more aggressive in general.
              
                - Now aware and agressive against Dark Cathedral.
              
                - Now aware and agressive against Junkers
              
                - Now aware and aggressive against Zombie Apocalypse.
              
        Hub:  
            SWE.ai:
                - Better documentations.
                - Hub a little more aggressive.
              
        Important Location data for AI.txt      
      
            - Changed AI province targets to account for WBOS and NCR's province swap.
          
        JOR.ai:
      
            - Changed Vault 10 from Flagstaff to Afton province in Wyoming.  
              
      
        Kurtz' Camp:
      
            ARM.ai:
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
      
            ARM_Apocalypse.ai:
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
                  
                  
        Manitou Tribes:
            CSA.ai:
                - Currently friendly to the Beastlords
              
                - Set up to fight Nuka Cola Company
              
                - Set up to fight Dark Cathedral
              
                - Manitou Tribes now produces less Garrisons and more Irregulars.
              
        Mutant army:
            SOV.ai:
              
                - Less focus on Garrison production and more on Super Mutant production.
              
        NCR:
      
            CAL.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
            CAL_2245.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
            CAL_2247.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
            CAL_2249.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
    
          
              
        Nuka Cola Company:
            U53.ai:
              
                - Now has a superior, provisory unit build ai, rather than going 100% paratroopers.
              
        Necropolis:
            TUR.ai:
          
                - Now friendly to Beastlords.
              
                - Added X_Marks_The_Spot's new location.
              
        Polar Station Zeta:
    
            PRK.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
    
            PRK-alter.ai:
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
        Reavers:
            CAM.ai:
                - Reavers now friendly to the Beastlords
                - Dark Cathedral is now an enemy to the Reavers, due to their ludditism.
              
        Reservation:
            BRA.ai:
                - Reservation made friendly to the Beastlords.
                - Changed AI province targets to account for WBOS and NCR's province swap.
      
        Robot Nation:
      
            - Some documentation enhancement, a bit.
           
            JAP.ai:
          
                - Now aware of Beastlords as enemies.
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
              
            JAP_nasty_2245.ai:
          
                - Made aware of New Canaan as enemy.
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
            JAP_nasty_2250.ai:
          
                - Now aggressive against Beastlords.
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
            JAP_nasty_2253.ai:
          
                - Made more aggressive
              
                - Aware of Beastlords as enemies.
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
            JAP_nice_2245.ai: More aggressive against:
          
                - Zombie Apocalypse
              
                - White Legs
              
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
            JAP_nice_2251.ai
          
                - New enemy: White Legs.
    
                - More aggression vs Under-Nation.
    
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
            JAP_nice_2254.ai:  
    
                - More aggression vs Under-Nation.
    
                - Changed AI province targets to account for WBOS and NCR's province swap.
              
              
        Shi Empire:
      
            CHC.ai
    
                - Changed AI province targets to account for WBOS and NCR's province swap.
    
        The Huns:
            NOR.ai:
                - Huns made vastly more aggressive. They are supposed to be the baddest horde of raiders in the wasteland, and should feel like it.
              
                - Huns shall now fight the Under-Nation.
              
                - Improved documentation.
              
                - The Huns are now friendly to the Beastlords.
              
        Vault City:
    
            GER_2245.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
                - Added X_Marks_The_Spot's new location.
          
            GER_2247.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
                - Added X_Marks_The_Spot's new location.
          
            GER_2249.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
                - Added X_Marks_The_Spot's new location.
              
        Vipers:
    
            - IRQ.ai: Vipers now more aggressive towards Caesar's Legion. (was 15, now 20)
              
        West BOS:
    
            ITA.2245.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
            ITA_2246.ai
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
            ITA_2249.ai:
          
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
        White Legs:
            BHU.ai:
                - Increased propensity for war.
                - Will now attack the Robots and Broken Hills, but its a low chance. White Legs are scared of both, the former because they are "metal demons" and the later, for being "demons in the flesh of men".
                - Proper Commented Tags.
                - Changed AI province targets to account for WBOS and NCR's province swap.
          
        Texas Reformed:  
            TEX.ai:
                - A few changes, mostly not pertaining to gameplay for now. Now aware of Beastlords as an enemy group.
              
        X_Marks_The_Spot_Beta:
    
            U52.ai:
          
                - Added X_Marks_The_Spot's new location.
              
        Zombie Apocalypse:
            AUS.ai:
                - Zombie Apocalypse more aggressive in general.
                - Zombies now aware that Beastlord flesh tastes good.
    
    Config:
        - event_text.csv:
            - Fixed typos.
            - Unifications have their own section. Unification EVT_DESC, EVT_TEXT and such changed to match new numbers.
            - Nevada unification text changed.
            - event "Utah Unified" was titled as "Utha unified". Literally unplayable.
            - New Mexico unification text changed in order to better account for its riches.
          
        - province_names.csv:
            - San Luis Obispo is now Lost Hills.
            - Fresno is no longer Lost Hills, but Fresno.
          
        - scenario_text.csv:
            - Added more canon lore to the Vipers' background.
    
    db:
    
        - Province.csv:
            - Got rid of old resource distribution at Fredonia/Hoover Dam Province. This will be now handled by the scenario files.
            - Got rid of resources in New Vegas, because fuck using that horrid province.csv file for resource distribution.
            - Got rid of resources of Utah being set here. Only on scenario files now.
      
        - misc.txt:   
      
        - revolt.txt:
          
            - Fixed NCR revolt file to account for province swap.
            - Fixed WBOS' revolt file to account for province swap.
            - Changed Vault 10 from Flagstaff to Afton province in Wyoming.
    
    db/units/divisions:
        - d_rsv_34: Fixed bug at start-up with Wannamingo unit.
        - militia: Fixed numbers. Mercenaries were given an improvement by requiring 2.5 manpower now, whereas they required 3 before.
    
    db/tech:
        - industry_tech: Extensive Greenhouses technology now gives a bonus to manpower. This makes this technology more rewarding.
    
      
    db/events:
    
        - Rebels.txt: No more marauders spawning in Eugene province (786). This means Klamath doesn't need to fight for a province which is already theirs.
      
        - Unifications.txt:
            - Almost all unifications changed to a simpler, clearer requirement: Owning 50% of that area's provinces. That means if you have a state with, say, ten provinces, taking five of those will result in a unification event. A few edge cases remain the same for now.
            - Unifying Yukon was not giving the rewards promised in the intro text, just the cores. Now whoever unifies it will get minerals, manpower and advanced mining tech.
            - Unifying Alaska will now give forts and infra in Burwash Landing, keeping the fortification line cohesive, whereas it had a hole in the middle of it before. This will probably help the Enclave against PSZ.
            - State and Region Unifications requirements have been simplified. Namely, you only need to own 50% or above of that state's area. This has many interesting implications to gameplay. I suspect this might strengthen a few factions and weaken others.
            - Unifications also take longer than before. This is meant to offset their ease. Provisory, will probably change it later.
            - Nevada Unification shall no longer allow Human, Ghoul and Mutant race to be researched. Instead, it will give a large sum of off-map money.
            - Utah Unification revamped, text changed. It will also give a large sum of off-map money.  
            - New Mexico unification revamped, text changed. It will also give a large sum of off-map money from gold and silver mining.
            - Colorado unification revamped, text changed. It gives a sum of off-map money from gold and silver mining.
            - Unification ID numbers fixed.
    
        End_Game.txt:
            - The Tides of War event: VP requirement changed from 170 to 340 VP, in order to account for the extra new map resources and VPs. Otherwise, merely taking one state might trigger it early. Subject to further change in the future.
              
        Rebels.txt
    
            - Switched the marauder revolt on Afton for Flagstaff, due to the location change of X_Marks_The_Spot_Beta.      
      
        Redding:
            - Redding.txt: Wannamingo Dawn is further boosted, to prevent nearby nations from simply anihilating it instantly and taking over. Hell no. The Wannamingo Dawn will NOT be contained that easily!
    
        Spiders.txt:
            - Fixed bug which made AI-only events pop up for human players. Thanks, Dr. Intolerance, for the canny eye.
      
        Texas_Reformed.txt:
            - Fixed bug upon spawn of Texas Reformed.
          
        West_BoS.txt:
            - Fixed event: Fist of the Brotherhood. It will now trigger if you lose your capital, correctly.
          
        Vault_10.txt:
      
            - Changed from Flagstaff to Afton province in Wyoming.
    
    
    gfx/interface: New Arroyo now has its own unique province graphic.
    
    scenarios/2245:
    
        - Broken_Hills.inc:
      
            - Added more resources.
    
        - Caesar's_Legion.inc:
      
            - Added pre-war hydroelectric facilities of Arizona.
          
            - Added more resources to the parts of Arizona owned by the Legion.
          
        - Den.inc: Added Pre-War Hydroelectric Power facilities of California.
        - East_BoS.inc: Chicago now given fortifications. Bunker Alpha is a thing, after all!
        - Former_USA - Boston.inc: Changed following provinces and their on-map resources, in order to re-balance the FUSA and make it competitive with the Dark Cathedral once again:
    
            province = {
                id = 6471 # Newsport News:
                ic = 3
                energy = 2
                manpower = 1
                points = 2 (+1 for 70% infra)
                }
            province = {
                id = 6472 # Winchester
                ic = 2
                energy = 1
                }  
            province = {
                id = 2690 # Salisbury
                ic = 2
                energy = 1
                rare_materials = 1
                }      
            province = {
                id = 6469 # Petersburg
                ic = 2
                energy = 1
                rare_materials = 1
                }  
            province = {
                id = 6465 # Easton
                ic = 1
                metal = 1
                }  
            province = {
                id = 6467 # Frederick
                ic = 1
                metal = 1
                }  
          
        Gecko.inc:
      
            - Increased Vale's province manpower from 4 to 6, in order to give Gecko a chance to put a bit more of a fight against Vault City.
          
        Hub.inc:
      
            - Added Pre-War Hydroelectrical Facilities. Added extra rares from Atalia Mining District.
          
        Kurtz's_Camp.inc:
    
            - Resource changes.
          
        Installations.inc:
      
            - Power production facilities removed, handed to other files. (internal only)
          
        Navarro.inc:
    
            - Added a few more resources to Eureka province. A few rares and metals.  
      
        NCR.inc:
      
            - Added Pre-War Hydroelectric Facilities.
            - Increased El Portal's manpower to 12. Increased infra from 0.3 to 0.8. Changed ic from 1 to 6. Manpower from 2 to 9. Added 2 levels of landfort. Shady Sands is no longer going to be treated like a podunk town, its going to be a power in itself now. Its the largest and richest city we know in the wasteland.
            - Added more resources.
            - Equal province exchange with the Brotherhood of Steel: Fresno and San Jose for San Luis Obispo and Salinas. This is far more correct and close to canon (lost Hills is located in western Kern county). This change also means the NCR now has more defensive depth against the Brotherhood, but can't surrounded them as much and has less provinces to attack from. NCR did lose a bit of coast, but is also more strategically positioned to fight the Shi.
            - Added a few resources to Fresno and San Jose. Some energy and rares located in teh area. Also, more manpower.
          
        Necropolis.inc:
          
            - Increased rare metals from Atalia Mining District. Many other resource changes.
          
        New_Canaan.inc:
    
            - Resource changes.
      
        Redding.inc:
      
            - Added pre-war hydroelectric power facilities.
          
        New_Reno.inc:
          
            - Added pre-war power facilities, hydro and geothermal. Fixed VPs.
          
        Reservation.inc:
    
            - Added resources, like pre-war power facilities, coal fields, etc.
          
          
        Shi Empire.inc:
      
            - Added a few resources to Oakland area.
      
        White_Legs.inc:
      
            - Decreased their industry. White Legs are not meant to have much industry. They will be further nerfed in the future and moved to Utah, then the 80s gang will take their place.
          
            - Added more resources, mainly energy.
      
        Wasteland.inc:
      
            - Revamping resource distribution.
                - Redone States:
                    - California
                    - Nevada
                    - Arizona
                    - Utah
                    - New Mexico
                    - Colorado
                - Note: Utah, New Mexico and Colorado use a different, better resource distribution standard. Their resource distribution is better. California, Arizona and Nevada are therefore underpowered.  
          
            - Added Pre-war Hydroelectric facilities of Arizona.
          
            - Gave Afton to X_Marks_The_Spot_Beta and switched it for Flagstaff in exchange.
          
        - West_BOS.inc:
            - Changed Brotherhood's location. Moved them from Fresno and San Jose to San Luis Obispo and Salinas, respectively. This is not a 100% match (that would be Visalia), but its the closest thing to their canon location. This change also means the NCR now has more defensive depth against the Brotherhood, but can't surrounded them as much and has less provinces to attack from.
          
            - Fixed bug that was possibly causing resource issues in one of the BOS' provinces.
          
            - Added a few resources to fix VP calculation of Salinas (formerly San Jose)
          
        - Vipers.inc: Fixed bug that was giving Las Cruces' resources to El Portal. Vipers no longer giving free resources to the NCR lol. Also, Vipers boosted back to their old levels (and here I thought I had nerfed them). Added new resources.
      
        - X_Marks_The_spot_Beta.inc
          
            - Changed from Flagstaff to Afton province in Wyoming.
     

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    Dev Diary 01 - What's Next?
  • FODD Dev Diary 01 - What's Next?

    Is this thing on? *adjusting microphone* Calling Houston.

    Wait, I am not using a microphone.

    Ahem, hello! I am Slaughter! You may know me from elsewhere in the internet, but here I am know as the current developer for the mod Fallout's Doomsday for Darkest Hour, or FODD! This here is the first Fallout mod for a Paradox game, and is running for over a decade. I don't even know the date of the first release, honestly. 2004? 2005? Geez. I think I first came across it in 2007 or so.

    I was meaning to post this early this month, but I got VERY busy.

    We had three different lead devs, from Doomtrader to SwordOfJustice to me, and A LOT of marvelous people helping develop the mod in its run, such as Arcangelus, Keynes 2.0, TheConqueror, Messenger, Ghery, Pirate300, Tadziomencel, and many others. I feel proud to stand on the shoulder of giants. If your name is not in the credits list, please tell me so I can add it, I probably forgot.

    Anyway, welcome to the first FODD Dev Diary! I never did one of those before, but someone asked me to, so I decided "Why not"? This is my first time, through, so... be gentle.

    First of all, I would like to say sorry to the mod's fans. I know I should have updated the mod before. Truth is, I feel the mod is not what it should be, and I blame myself for that. Life has been pretty complicated to me, althrough it has been getting pretty better lately. Excellent, in fact. Furthermore, I am kinda... scatterbrained to be honest. Or was. That said, I have created systems of planning and organization, which allow me to mod better. 2021 me is a lot more of a planner than 2017 me.

    Furthermore, we had a wild year. I spent four months without a computer, in the middle of the epidemic. I study and work as a Programmer. Its a recent career change, actually, but I'm happy with my choice. Most of my spare time is devoted to my studies and work. Well, now just the work, but it might as well be the study.

    Well, first let me address the obvious question: Why the mod hans't been updated already? Namely, why I took so long to release the previous version?
    Its simple: I was not happy with its contents thus far. I wanted to do the resource revamp, but it revealed itself harder than I thought it was going to be at first. I had to create and re-evaluate a lot of ideas on the fly, and honestly there's much to go on in some details. This did made me realize the old way I did things didn't work. So I made a new way, just like that.


    I am trying to keep to relatively small and focused updates, in order to keep constant-ish updates. Updates composed of content and revamps in-between patches aiming to fix bugs and such. Its actually akin to what Paradox does with some releases, such as Stellaris. The idea is to have a timetable and a Minimum Viable Product, a term some of you may recognize from programming methodologies. When the timetable is over, release what is finished. Rolling Release, essentially. This way, I want there always to be some new FODD content. Well, I try it at least! I like doing and delivering, not making promises. I prefer under-promising and over-performing.

    Now for the second question: What's Next?

    Three things, actually.

    The first is the 2.4.1 patch AKA Fix-20. It will be a smallish but functional patch. 2.4.1 aims to fix numerous glitches, bugs, lore mismatches, and addresses a few issues. It will also bring a few new features, like an Alaska Resources revamp (and maybe an Oregon one if I can spare the time), an improved Gaining Control system by Illya, new ministers and generals by Pirate300.

    The second one is a little neat surprise, I will keep that to myself for now. I think one man knows about it (don't spoil them, man) Its nothing big, but you guys will like it. Keep your ears peeled.

    The third one is the 2.5 version. The 2.5 patch aims to add at least one new nation to the mod, the Mutant Remnant. It also aims but is optional (it will depend on time), adding the Great Khans to the mod, setting the threater in California and allowing me to move next towards Baja and Nevada. Then a resource revamp of Oregon and/or Baja California (will depend wherever I manage to revamp Oregon resources for 2.4.1). Another important thing is revamping the combat system, such as that it works better according to the new combat system of DH. Now bear in mind, that's not the only things I intend to add, merely the main things. The MVP if you will.

    Later on, the plan is for a 2.5.1 if many bugs remain from 2.5, and then 2.6, which will be focused on revamping the entire tech tree.

    Schedule for 2.4.1 is late July until August, with 2.5 coming before end of this year but ideally in September or October.

    Simple Version:

    2.4.1 - Next few months
    Little Extra - After 2.4.1 or alongside 2.5
    2.5 - Second Semester, probably by October.
    2.5.1 - After 2.5, if it is too buggy.

    Keep accompanying those Dev Diaries. They are my way of being transparent with the player base and showing them that I take their feedback in mind and I know the mod's issues and am adressing them.

    See you next time, where we will talk about the Systematic Issues of the Mod and how I am adressing them (or trying to). I hope you are there! See ya soon!
     
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    First Post
  • Slaughter

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    • Hearts of Iron IV: Colonel
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    • Stellaris
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    • 500k Club
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    • Europa Universalis IV: Art of War
    • Europa Universalis IV
    • Crusader Kings II: The Old Gods
    • Crusader Kings II: Legacy of Rome
    • Crusader Kings II
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    • Europa Universalis III
    • Crusader Kings II: Sword of Islam
    Fallout's Doomsday
    A mod for Darkest Hour

    ============================================

    The spirit of the ancient heroes lives in their deeds, their inspiration, the rousing of our spirits
    FzFB4z0.png



    Even as they come and go

    zCICCdK.gif


    As long as humanity lives, there will be heroes and villains, and all those in between, the men in the grey line, hanging on, struggling against the storm.

    tyIQMAB.jpg



    And there always will be


    BtWp3Qf.png



    After all...
    War. War Never Changes...

    ==================================
    Current Team Members:
    Slaughter


    Retired/Inative Team Members:
    SwordOfJustice
    Arcangelus
    Messenger
    Miguel Lanius

    NEW, IMPROVED VERSION FODD 2.5.1.2 - For HOIDH 1.05.1
    Checksum: JLPE
    We currently have links for mediafire and ModDB. I intend to add the option of downloading from Github in the near future.
    Download Link:

    FODD 2.5.1.2 Main Mod File (Mediafire)
    This download file is a rar file. Extract this archive into the Mods folder of your Darkest Game installation. Does not include the FODD Soundtrack, it is a separate download.

    FODD Soundtrack v1.0.
    FODD Soundtrack v1.0 on ModDB.
    This optional download file is a rar file. Extract this archive into the folder of your latest FODD mod folder. It contains numerous music files, among them OSTs for all Fallout games (Fallout/Fallout 2/Fallout Tactics/Fallout 3/Fallout New Vegas/Fallout 4/Fallout 76), as well as other files. Thanks to Kill_Tactician on the FODD Discord for the files.




    Changelog:


    Code:
    FODD 2.5.1.2 Changelog 02-01-2023
    
    FODD_ID_Numbers.txt: Updated some references:
    	- Updated event IDs by adding the Calgary Confederacy
    
    /ai
    
    	AFG/Kansas Free State:
    		- Improved the AI somewhat, with front ratios, upgrade and reinforcement max sliders and fuel count for offensives.
    		- Will now use offensive supply in all start dates.
    		- Fixed organization in combat files, It annoyed me. I now order by higher number then alphabetically. 
    
    
    		AFG_2245.ai: 
    			max_front_ratios = {
    				NOR = 2.0
    				BEN = 2.0
    				TEX = 2.0
    				SOV = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = {
    				BEN = 20 # Beastlords, residal distrust from the Quincy attack on Ghouls
    				#BLR = 20 # Texas Reformed
    				IRQ = 20 # The Vipers
    				JAP = 20 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
    				TEX = 20 # New Church
    				#ALB = 10 # Caesar's Legion
    				NOR = 10 # The Huns
    				SOV = 5 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
    				}
    
    		AFG_2247.ai:
    			max_front_ratios = {
    				NOR = 2.0
    				BEN = 2.0
    				TEX = 2.0
    				SOV = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = {
    				#BLR = 20 # Texas Reformed
    				IRQ = 20 # The Vipers
    				TEX = 20 # New Church
    				BEN = 15 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
    				JAP = 15 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
    				ALB = 10 # Caesar's Legion
    				NOR = 10 # The Huns
    				SOV = 5  # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
    				}
    
    		AFG_2249.ai:
    			max_front_ratios = {
    				AZB = 2.0
    				NOR = 2.0
    				BEN = 2.0
    				TEX = 2.0
    				SOV = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			strat_redeploy_threshold = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				TEX = 25 # New Church
    				IRQ = 20 # The Vipers
    				#BLR = 20 # Texas Reformed
    				ALB = 15 # Caesar's Legion
    				NOR = 15 # The Huns
    				BEN = 10 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
    				JAP = 10 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
    				SOV = 10 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
    				}
    
    		AFG_2251.ai:
    			max_front_ratios = {
    				AZB = 2.0
    				NOR = 2.0
    				BEN = 2.0
    				TEX = 2.0
    				SOV = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				TEX = 25 # New Church
    				#BLR = 20 # Texas Reformed
    				IRQ = 20 # The Vipers
    				NOR = 20 # The Huns
    				ALB = 15 # Caesar's Legion
    				SOV = 10 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
    				ARG = 5 # Harlequins
    				AZB = 5 # Dark Cathedral
    				BEN = 5 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
    				JAP = 5 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
    				}
    
    		AFG_2253.ai:
    			max_front_ratios = {
    				AZB = 2.0
    				NOR = 2.0
    				BEN = 2.0
    				TEX = 2.0
    				SOV = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = {
    				TEX = 30 # New Church
    				NOR = 25 # The Huns
    				#BLR = 20 # Texas Reformed
    				IRQ = 20 # The Vipers
    				ALB = 15 # Caesar's Legion
    				SOV = 15 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
    				ARG = 10 # Harlequins
    				AZB = 10 # Dark Cathedral
    				ARA = 5  # Warriors of Ice 
    				CZE = 5  # Spiders
    				HON = 5  # Mexican Raiders
    				QUE = 5  # Quebec
    				}
    
    
    		AFG_2255.ai:
    			max_front_ratios = {
    				AZB = 2.0
    				NOR = 2.0
    				BEN = 2.0
    				TEX = 2.0
    				SOV = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1500
    			combat = {
    				NOR = 30 # The Huns
    				TEX = 30 # New Church
    				#BLR = 20 # Texas Reformed
    				ENG = 20 # Enclave
    				IRQ = 20 # The Vipers
    				ALB = 15 # Caesar's Legion
    				ARG = 15 # Harlequins
    				AZB = 15 # Dark Cathedral
    				SOV = 15 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
    				ARA = 10 # Warriors of Ice 
    				CZE = 10 # Spiders
    				GER = 10 # Vault City
    				HON = 10 # Mexican Raiders
    				QUE = 10 # Quebec
    				}
    
    	ALB/Caesar's Legion:
    		- Will now dedicate more garrisons and forces to fronts of its main rivals
    		- Added a few settings to adjust things like reinforcement and upgrading IC use.
    		- Maximum fuel for offensive supply set, increases as the game advances.
    		- Will now build forts at borders with some enemies. Not many tho, the Legion is at its core an offensive not defensive force.
    		- Redid a few things to conform to the current standard.
    		- Will attack the Wanamingo Dawn
    
    		ALB_2245.ai:
    			max_front_ratios = {
    				BRA = 2.0
    				CAL = 2.0
    				IRQ = 2.0
    				SWE = 2.0
    				TUR = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = {
    				IRQ = 40 # The Vipers
    				BRA = 20 # Reservation
    				CAL =  5 # New California Republic. Was 10.
    				SWE =  5 # The Hub
    				TUR =  5 # Necropolis
    				}
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { BRA CAL IRQ SWE TUR }
    			fort_provs = {
    				730  # Tucson/Two Sun
    				6155 # Globe
    			}
    
    		ALB_2247.ai:
    			max_front_ratios = {
    				BRA = 2.0
    				CAL = 2.0
    				IRQ = 2.0
    				SWE = 2.0
    				TUR = 2.0
    			} 
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = {
    				IRQ = 60 # Vipers. was 15, then 20, then 30. Now 50. Reciprocated.
    				BRA = 40 # Reservation. Was 50, now 40.
    				ARM = 10 # Kurtz' Camp
    				CAL = 10 # NCR.	Was 50.
    				JAP = 10 # Robot Nation.
    				MOR = 10 # New Canaan
    				POL = 10 # Broken Hills
    				SWE = 10 # Hub
    				TUR = 10 # Necropolis
    				GER = 5  # Vault City
    				POR = 5  # Gecko
    				SCH = 5  # Pioneer Alliance
    				WLL = 5  # Wanamingo Dawn
    				}
    
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { ARM BRA CAL GER IRQ JAP MOR POL POR SCH SWE TUR WLL }
    			fort_provs = {
    				730 # Tucson
    				731 # Flagstaff
    				6155 # Globe
    			}
    
    
    		ALB_2249.ai:
    			max_front_ratios = {
    				BRA = 2.0
    				CAL = 2.0
    				IRQ = 2.0
    				SWE = 2.0
    				TEX = 2.0
    				TUR = 2.0
    			} 
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				IRQ = 80 # Vipers. was 15, then 20, then 30. Now 50. Vipers. Reciprocated.
    				BRA = 50 # Reservation. Was 30, now 50.
    				BLR = 40 # Texas Reformed
    				AFG = 20 # Kansas Free State
    				ARG = 20 # Harlequins
    				ARM = 20 # Kurtz' Camp
    				CAL = 20 # NCR.	Was 50.
    				ITA = 20 # Brotherhood of Steel
    				JAP = 20 # Robot Nation.
    				MOR = 20 # New Canaan
    				POL = 20 # Broken Hills
    				SWE = 20 # Hub
    				TEX = 20 # New Church. A possible invasion target as well.
    				TUR = 20 # Necropolis
    				AST = 10 # Under-Nation
    				CHC = 10 # Shi Empire
    				GER = 10 # Vault City
    				POR = 10 # Gecko
    				SCH = 10 # Pioneer Alliance
    				}
    
    			land_fort = yes
    			max_land_level = 1
    				fort_borders = { AFG ARM ARG AST BRA CAL CHC GER IRQ ITA JAP MOR POL POR SCH SWE TEX TUR WLL }
    			fort_provs = {
    				730 # Tucson
    				731 # Flagstaff
    				2678 # Moab
    				4357 # San Luis Río Colorado
    				6145 # Yuma
    				6151 # Tuba
    				6153 # Kingman
    				6155 # Globe
    				6156 # Parker
    			}	
    
    		ALB_2251.ai:
    			max_front_ratios = {
    				#BRA = 2.0
    				CAL = 2.0
    				IRQ = 2.0
    				SWE = 2.0
    				TEX = 2.0
    				TUR = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				IRQ = 100 # Vipers. Reciprocated.
    				BRA = 70  # Reservation. Was 30, now 50.
    				BLR = 50  # Texas Reformed
    				AFG = 40  # Kansas Free State
    				CAL = 40  # NCR. Was 50
    				JAP = 40  # Robot Nation.
    				MOR = 40  # New Canaan
    				ARM = 30  # Kurtz' Camp
    				POL = 30  # Broken Hills
    				SWE = 30  # Hub
    				TEX = 30  # New Church. A possible invasion target as well.
    				TUR = 30  # Necropolis
    				ARG = 20  # Harlequins
    				AST = 20  # Under-Nation
    				CHC = 20  # Shi Empire
    				CZE = 20  # Spiders
    				ITA = 20  # Brotherhood of Steel
    				GER = 15  # Vault City
    				POR = 15  # Gecko
    				SCH = 15  # Pioneer Alliance
    				BEN = 10  # Beast Lords
    				CSA = 10  # Manitou Tribes
    				SPA = 10  # East BOS
    				U53 = 10  # Nuka Cola Company
    				CAM = 5   # Reavers
    				SOV = 5   # Mutant Army
    				}
    
    			land_fort = yes
    			max_land_level = 1
    				fort_borders = { AFG ARM ARG AST BEN BRA BLR CAM CAL CHC CSA CZE GER IRQ ITA JAP MOR POL POR SCH SOV SPA SWE TEX TUR U53 WLL }
    			fort_provs = {
    			730 # Tucson
    			731 # Flagstaff
    			2678 # Moab
    			4357 # San Luis Río Colorado
    			6145 # Yuma
    			6151 # Tuba
    			6153 # Kingman
    			6155 # Globe
    			6156 # Parker
    			}
    
    
    		ALB_2253.ai:
    			max_front_ratios = {
    				#BRA = 2.0
    				CAL = 2.0
    				#IRQ = 2.0
    				SWE = 2.0
    				TEX = 2.0
    				TUR = 2.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			exp_force_ratio = 0.50
    			combat = {
    				IRQ = 120 # Vipers. Reciprocated.
    				BRA = 100 # Reservation.
    				CAL = 80  # NCR. Was 50.
    				JAP = 80  # Robot Nation
    				AFG = 60  # Kansas Free State
    				BLR = 60  # Texas Reformed
    				MOR = 60  # New Canaan
    				ARG = 40  # Harlequins
    				ARM = 40  # Kurtz' Camp
    				CZE = 40  # Spiders
    				POL = 40  # Broken Hills
    				TEX = 40  # New Church. A possible invasion target as well.
    				TUR = 40  # Necropolis
    				AST = 30  # Under-Nation
    				CHC = 30  # Shi Empire
    				ITA = 30  # Brotherhood of Steel
    				SWE = 30  # Hub
    				BEN = 20  # Beast Lords
    				CSA = 20  # Manitou Tribes
    				GER = 20  # Vault City
    				MAD = 20  # Mayan Empire
    				MEX = 20  # NROM
    				POR = 20  # Gecko
    				SCH = 20  # Pioneer Alliance
    				SPA = 20  # East BOS
    				U53 = 20  # Nuka Cola Company
    				ARA = 10  # Warriors of Ice
    				CAM = 10  # Reavers
    				CAN = 10  # RCC
    				QUE = 10  # Quebec
    				SOV = 10  # Mutant Army
    				BEL = 5   # God-Machine
    				MTN = 5   # Calgary Confederacy
    				}
    			land_fort = yes
    			max_land_level = 4
    				fort_borders = { AFG ARA ARM ARG AST BEL BEN BRA BLR CAM CAN CAL CHC CSA CZE GER IRQ ITA JAP MAD MEX MOR MTN POL POR QUE SCH SOV SPA SWE TEX TUR U53 WLL }
    			fort_provs = {
    				730 # Tucson
    				731 # Flagstaff
    				2678 # Moab
    				4357 # San Luis Río Colorado
    				6145 # Yuma
    				6151 # Tuba
    				6153 # Kingman
    				6155 # Globe
    				6156 # Parker
    			}
    
    
    		ALB_2255.ai: 
    			max_front_ratios = {
    				#BRA = 2.0
    				CAL = 3.0
    				ENG = 3.0
    				#IRQ = 2.0
    				PRK = 3.0
    				SWE = 2.0
    				TEX = 2.0
    				TUR = 2.0
    				USA = 3.0
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			exp_force_ratio = 0.50
    			combat = {
    				IRQ = 150 # Vipers. No really, why aren't you people dead?
    				BRA = 120 # Reservation (why it isn't dead yet?)
    				CAL = 100 # NCR. Was 50.
    				JAP = 100 # Robot Nation
    				USA = 90  # FUSA
    				AFG = 80  # Kansas Free State
    				MOR = 80  # New Canaan
    				ARG = 60  # Harlequins
    				BLR = 60  # Texas Reformed
    				CZE = 60  # Spiders
    				HOL = 60  # New Arroyo
    				PRK = 60  # Polar Station Zeta
    				ARM = 50  # Kurtz' Camp
    				POL = 50  # Broken Hills
    				TEX = 50  # New Church. A possible invasion target as well.
    				TUR = 50  # Necropolis
    				AST = 40  # Under-Nation
    				AZB = 40  # Dark Cathedral
    				CHC = 40  # Shi Empire
    				ITA = 40  # Brotherhood of Steel
    				MAD = 40  # Mayan Empire
    				MEX = 40  # NROM
    				SWE = 40  # Hub
    				BEN = 30  # Beast Lords
    				CSA = 30  # Manitou Tribes
    				GER = 30  # Vault City
    				POR = 30  # Gecko
    				SCH = 30  # Pioneer Alliance
    				SPA = 30  # East BOS
    				U53 = 30  # Nuka Cola Company
    				ARA = 20  # Warriors of Ice
    				BOS = 20  # Commonwealth
    				CAM = 20  # Reavers
    				CAN = 20  # RCC
    				QUE = 20  # Quebec
    				SOV = 15  # Mutant Army
    				ALG = 10  # Darien Tribes
    				BEL = 10  # God-Machine	
    				MTN = 10  # Calgary Confederacy	
    				}
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { AFG ALG ARA ARM ARG AST AZB BEL BEN BOS BRA BLR CAM CAN CAL CHC CSA CZE GER HOL IRQ ITA JAP MAD MEX MOR MTN POL POR QUE SCH SOV SPA SWE TEX TUR U53 USA WLL }
    			fort_provs = {
    				730 # Tucson
    				731 # Flagstaff
    				2678 # Moab
    				4357 # San Luis Río Colorado
    				6145 # Yuma
    				6151 # Tuba
    				6153 # Kingman
    				6155 # Globe
    				6156 # Parker
    			}
    
    
    	ALG/Darien Tribes:
    		- Will now set upgrading and reinforcement IC sliders.
    		- Maximum fuel for offensive supply set, increases as the game advances.
    		- Maximum front ratios set.
    		ALG_2245.ai
    			max_front_ratios = {
    				MAD = 3.0 # Mayan Empire
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    
    		ALG_2247.ai
    			max_front_ratios = {
    				MAD = 3.0 # Mayan Empire
    				MEX = 3.0 # New Republic of Mexico (NROM)
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    
    		ALG_2249.ai
    			max_front_ratios = {
    				HON = 3.0 # Mexican Raiders
    				MAD = 3.0 # Mayan Empire
    				MEX = 3.0 # New Republic of Mexico (NROM)
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    
    		ALG_2251.ai
    			max_front_ratios = {
    				HON = 3.0 # Mexican Raiders
    				MAD = 3.0 # Mayan Empire
    				MEX = 3.0 # New Republic of Mexico (NROM)
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    		ALG_2253.ai
    			max_front_ratios = {
    				HON = 3.0 # Mexican Raiders
    				MAD = 3.0 # Mayan Empire
    				MEX = 3.0 # New Republic of Mexico (NROM)
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    		ALG_2255.ai
    			max_front_ratios = {
    				HON = 3.0 # Mexican Raiders
    				MAD = 3.0 # Mayan Empire
    				MEX = 3.0 # New Republic of Mexico (NROM)
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    
    
    	ARA.ai: Will now embargo Calgary Confederacy and the Commonwealth.
    
    	ANG/Junkers:
    		- Added maximum upgrading and reinforcement sliders. Will use 0.5 for reinforcement due to the US Civil War, in the early dates, and 0.05 for upgrading because its not a priority early on with the civil war.
    		- Maximum front ratios set. Will prioritize The States and Zombie Apocalypse at first, before prioritizing the Dark Cathedral as well.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    
    		ANG_2245.ai:
    			max_front_ratios = {
    				AUS = 2.0 # Zombie Apocalypse
    				USA = 2.5 # The States
    			} 
    			upgrading = 0.05
    			reinforcement = 0.5	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    
    		ANG_2247.ai:
    			max_front_ratios = {
    				AUS = 2.0 # Zombie Apocalypse
    				AZB = 2.5 # Dark Cathedral
    				USA = 2.5 # The States
    			} 
    			upgrading = 0.05
    			reinforcement = 0.5	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    
    		ANG_2249.ai:
    			max_front_ratios = {
    				AUS = 2.0 # Zombie Apocalypse
    				AZB = 2.5 # Dark Cathedral
    				USA = 2.5 # The States
    			} 
    			upgrading = 0.1 # up from 0.05 because civil war should be over by now
    			reinforcement = 0.3	# max % of ic used on this slider. Down from 0.5 because US Civil War should be finished by then.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    
    		ANG_2251.ai:
    			max_front_ratios = {
    				AUS = 2.0 # Zombie Apocalypse
    				AZB = 3.0 # Dark Cathedral
    				USA = 3.0 # The States
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				AUS = 80 # Zombie Apocalypse
    				USA = 55 # FUSA   
    				AZB = 30 # Dark Cathedral
    				ARA = 10 # Warriors of Ice
    				BLR = 10 # Texas Reformed
    				SPA = 10 # East BOS
    				CZE = 5  # Spiders
    				}
    
    		ANG_2253.ai:
    			max_front_ratios = {
    				AUS = 2.0 # Zombie Apocalypse
    				AZB = 3.0 # Dark Cathedral
    				USA = 3.0 # The States
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = {
    				AUS = 100 # Zombie Apocalypse
    				USA = 65  # FUSA 
    				AZB = 40  # Dark Cathedral
    				ARA = 15  # Warriors of Ice
    				BLR = 15  # Texas Reformed
    				SPA = 15  # East BOS
    				CZE = 10  # Spiders
    				CAL = 5	  # NCR
    				AST = 2   # The Under-Nation
    				}
    
    		ANG_2255.ai:
    			max_front_ratios = {
    				AUS = 2.0 # Zombie Apocalypse
    				AZB = 3.0 # Dark Cathedral
    				USA = 3.0 # The States
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				AUS = 120 # Zombie Apocalypse
    				USA = 75  # FUSA 
    				AZB = 50  # Dark Cathedral
    				ARA = 20  # Warriors of Ice
    				BLR = 20  # Texas Reformed
    				PRK = 20  # Polar Station Zeta
    				SPA = 20  # East BOS 	
    				CZE = 15  # Spiders
    				CAL = 10  # NCR
    				AST = 4   # The Under-Nation
    				ALG = 2   # Darien Tribes 
    				}
    
    
    	ARG/Harlequins:
    		- The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
    			- ARG_2245.ai, ARG_2247.ai, ARG_2249.ai, ARG_2251.ai, ARG_2253.ai, ARG_2255.ai:
    				switch = yes # [yes/no]
    		- Fixed fort building, Harlequins will now properly fortify provinces, will go for forts beyond lvl2 and borders with certain countries as well.
    		- Added maximum upgrading and reinforcement sliders.
    		- Maximum front ratios set.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Increased priority to garrison the border with New Church and later on, Spiders.
    
    			ARG_2245.ai:
    				max_front_ratios = {
    					TEX = 2.0 # New Church
    				} 
    				upgrading = 0.1 # 
    				reinforcement = 0.3	# max % of ic used on this slider.
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 200
    
    				land_fort = yes
    				max_land_level = 2
    				fort_borders = { TEX }
    				fort_provs = { 680 }
    
    				garrison = { 
    					# Borders with specific countries
    						country_priorities = { 
    							TEX = 20 # New Church
    						}
    				}
    
    			ARG_2247.ai:
    				max_front_ratios = {
    					TEX = 2.0 # New Church
    				}
    				upgrading = 0.1 # 
    				reinforcement = 0.3	# max % of ic used on this slider.
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 400
    
    				land_fort = yes
    				max_land_level = 4
    				fort_borders = { TEX }
    				fort_provs = { 680 }
    
    				garrison = { 
    					# Borders with specific countries
    						country_priorities = { 
    							TEX = 20 # New Church
    						}
    				}
    
    			ARG_2249.ai:
    				max_front_ratios = {
    					CZE = 2.0 # Spiders
    					TEX = 2.0 # New Church
    				}
    				neutrality = 50.000
    				upgrading = 0.1 # 
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 600
    
    				land_fort = yes
    				max_land_level = 6
    				fort_borders = { CZE TEX }
    				fort_provs = { 680 }
    
    				garrison = { 
    					# Borders with specific countries
    						country_priorities = { 
    							CZE = 20 # Spiders
    							TEX = 20 # New Church
    						}
    				}
    
    			ARG_2251.ai:
    				max_front_ratios = {
    					CZE = 2.0 # Spiders
    					TEX = 2.0 # New Church
    				}
    				upgrading = 0.1 # 
    				reinforcement = 0.3	# max % of ic used on this slider.
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 800
    				combat = { 
    					TEX = 40
    					CZE = 20
    					}
    
    				land_fort = yes
    				max_land_level = 8
    				fort_borders = { CZE TEX }
    				fort_provs = { 680 }
    
    				garrison = { 
    					# Borders with specific countries
    						country_priorities = { 
    							CZE = 20 # Spiders
    							TEX = 20 # New Church
    						}
    				}
    
    
    			ARG_2253.ai:
    				max_front_ratios = {
    					CZE = 2.0 # Spiders
    					TEX = 2.0 # New Church
    				}
    				upgrading = 0.1 # 
    				reinforcement = 0.3	# max % of ic used on this slider.
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 1000
    				combat = { 
    					TEX = 50
    					CZE = 20
    					}
    
    				land_fort = yes
    				max_land_level = 10
    				fort_borders = { CZE TEX }
    				fort_provs = { 680 }
    
    				garrison = { 
    					# Borders with specific countries
    						country_priorities = { 
    							CZE = 20 # Spiders
    							TEX = 20 # New Church
    						}
    				}
    
    			ARG_2255.ai:
    				max_front_ratios = {
    					CZE = 2.0 # Spiders
    					TEX = 2.0 # New Church
    				}
    				upgrading = 0.1 # 
    				reinforcement = 0.3	# max % of ic used on this slider.
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 1200
    				combat = { 
    					TEX = 60
    					CZE = 20
    					}
    
    				land_fort = yes
    				max_land_level = 10
    				fort_borders = { CZE TEX }
    				fort_provs = { 680 }
    
    				garrison = { 
    					# Borders with specific countries
    						country_priorities = { 
    							CZE = 20 # Spiders
    							TEX = 20 # New Church
    						}
    				}
    
    
    
    	ARM/Kurtz's Camp:
    		- The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
    			- ARM_2245.ai, ARM_2247.ai, ARM_2249.ai, ARM_2251.ai, ARM_2253.ai, ARM_2255.ai: 
    				switch = yes # [yes/no]
    		- Added maximum upgrading and reinforcement sliders.
    		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Will build forts in more borders now, plus will build forts more gradually.
    		- A few provinces on garrison country priorities and combat no longer make sense since the location change. Changed those to adress it.
    
    		ARM_2245.ai:
    			max_front_ratios = {
    				ALB = 2.0 # Caesar's Legion
    				BHU = 2.0 # White Legs Tribe
    				JAP = 2.0 # Robot Nation
    				MOR = 2.0 # New Canaan
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = {
    				BHU = 20 # White Legs Tribe
    				MOR = 20 # New Canaan
    				#ITA = 15 # Brotherhood of Steel
    				BRA = 10 # Reservation
    				CAL = 10 # New California Republic
    				IRQ = 10 # Vipers
    				JAP = 10 # Robot Nation
    				TUR = 10 # Necropolis
    				ALB = 5 # Caesar's Legion
    				AST = 5 # Under-Nation
    				HON = 5 # Mexican Raiders
    				}
    
    
    			AA_batteries = yes
    			max_AA_level = 2
    			AA_provs = { 6162 }
    
    			land_fort = yes
    			max_land_level = 2
    			fort_borders = { ALB BHU JAP MOR }
    			fort_provs = { 6162 }
    
    			garrison = { 
    				# Borders with specific countries
    				country_priorities = {
    					BHU = 30 # White Legs Tribe
    					ALB = 30 # Caesar's Legion
    					JAP = 30 # Robot Nation
    					MOR = 30 # New Canaan
    					GER = 20 # Vault City
    					#CAL = 30 # New California Republic
    					#CHC = 30 # Shi Empire
    					#ITA = 30 # Brotherhood of Steel
    					#MEX = 30 # NROM
    					#HON = 15 # Mexican Raiders
    					IRQ = 15 # Vipers
    				}
    			}
    
    		ARM_2247.ai:
    			max_front_ratios = {
    				ALB = 2.0 # Caesar's Legion
    				BHU = 2.0 # White Legs Tribe
    				JAP = 2.0 # Robot Nation
    				MOR = 2.0 # New Canaan
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = {
    				BHU = 25 # White Legs Tribe
    				MOR = 25 # New Canaan
    				#ITA = 20 # Brotherhood of Steel
    				BRA = 15 # Reservation
    				CAL = 15 # New California Republic
    				IRQ = 15 # Vipers
    				JAP = 15 # Robot Nation
    				TUR = 15 # Necropolis
    				ALB = 10 # Caesar's Legion
    				AST = 10 # Under-Nation
    				HON = 10 # Mexican Raiders
    				FRA = 5  # New Reno
    				GER = 5  # Vault City
    				POL = 5  # Broken Hills
    				}
    
    			AA_batteries = yes
    			max_AA_level = 4
    			AA_provs = { 6162 }
    
    			land_fort = yes
    			max_land_level = 4
    			fort_borders = { ALB BHU BRA IRQ JAP MOR }
    			fort_provs = { 6162 }
    
    			country_priorities = {
    				BHU = 30 # White Legs Tribe
    				ALB = 30 # Caesar's Legion
    				JAP = 30 # Robot Nation
    				MOR = 30 # New Canaan
    				CAL = 20 # New California Republic
    				GER = 20 # Vault City
    				#CAL = 30 # New California Republic
    				#CHC = 30 # Shi Empire
    				#ITA = 30 # Brotherhood of Steel
    				#MEX = 30 # NROM
    				#HON = 15 # Mexican Raiders
    				BRA = 15 # Reservation
    				IRQ = 15 # Vipers
    			}
    
    
    		ARM_2249.ai:
    			max_front_ratios = {
    				ALB = 2.0 # Caesar's Legion
    				BHU = 2.0 # White Legs Tribe
    				BRA = 2.0 # Reservation
    				IRQ = 2.0 # Vipers
    				JAP = 2.0 # Robot Nation
    				MOR = 2.0 # New Canaan
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				BHU = 30 # White Legs
    				MOR = 30 # New Canaan
    				#ITA = 25 # Brotherhood of Steel
    				BRA = 20 # Reservation
    				CAL = 20 # New California Republic
    				IRQ = 20 # Vipers
    				JAP = 20 # Robot Nation
    				TUR = 20 # Necropolis
    				ALB = 15 # Caesar's Legion
    				AST = 15 # Under-Nation
    				HON = 15 # Mexican Raiders
    				FRA = 10 # New Reno
    				GER = 10 # Vault City
    				POL = 10 # Broken Hills
    				}
    
    			AA_batteries = yes
    			max_AA_level = 6
    			AA_provs = { 6162 }
    
    			land_fort = yes
    			max_land_level = 6
    			fort_borders = { ALB AST BHU BRA CAL GER IRQ JAP MOR TUR }
    			fort_provs = { 6162 }
    
    			country_priorities = {
    				BHU = 30 # White Legs Tribe
    				ALB = 30 # Caesar's Legion
    				JAP = 30 # Robot Nation
    				MOR = 30 # New Canaan
    				CAL = 20 # New California Republic
    				GER = 20 # Vault City
    				#CAL = 30 # New California Republic
    				#CHC = 30 # Shi Empire
    				#ITA = 30 # Brotherhood of Steel
    				#MEX = 30 # NROM
    				#HON = 15 # Mexican Raiders
    				BRA = 15 # Reservation
    				IRQ = 15 # Vipers
    			}
    
    
    		ARM_2251.ai: 
    			max_front_ratios = {
    				ALB = 2.0 # Caesar's Legion
    				BHU = 2.0 # White Legs Tribe
    				BRA = 2.0 # Reservation
    				CAL = 2.0 # New California Republic
    				IRQ = 2.0 # Vipers
    				JAP = 2.0 # Robot Nation
    				MOR = 2.0 # New Canaan
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				BHU = 35 # White Legs Tribe
    				MOR = 35 # New Canaan
    				#ITA = 30 # Brotherhood of Steel
    				BRA = 25 # Reservation
    				CAL = 25 # New California Republic
    				IRQ = 25 # Vipers
    				JAP = 25 # Robot Nation
    				TUR = 25 # Necropolis
    				ALB = 20 # Caesar's Legion
    				AST = 20 # Under-Nation
    				HON = 20 # Mexican Raiders
    				FRA = 15 # New Reno
    				GER = 15 # Vault City
    				POL = 15 # Broken Hills
    				AFG = 5 # Kansas Free State
    				NOR = 5 # The Huns
    				TEX = 5 # New Church
    				}
    
    			AA_batteries = yes
    			max_AA_level = 8
    			AA_provs = { 6162 }
    
    			land_fort = yes
    			max_land_level = 8
    			fort_borders = { AFG ALB AST BHU BRA CAL FRA GER HON IRQ JAP MOR NOR POL TEX TUR }
    			fort_provs = { 6162 }
    
    			country_priorities = {
    				BHU = 30 # White Legs Tribe
    				ALB = 30 # Caesar's Legion
    				JAP = 30 # Robot Nation
    				MOR = 30 # New Canaan
    				CAL = 20 # New California Republic
    				GER = 20 # Vault City
    				#CAL = 30 # New California Republic
    				#CHC = 30 # Shi Empire
    				#ITA = 30 # Brotherhood of Steel
    				#MEX = 30 # NROM
    				#HON = 15 # Mexican Raiders
    				BRA = 15 # Reservation
    				IRQ = 15 # Vipers
    			}
    
    
    		ARM_2253.ai:
    			max_front_ratios = {
    				ALB = 2.0 # Caesar's Legion
    				BHU = 2.0 # White Legs Tribe
    				BRA = 2.0 # Reservation
    				CAL = 2.0 # New California Republic
    				IRQ = 2.0 # Vipers
    				JAP = 2.0 # Robot Nation
    				MOR = 2.0 # New Canaan
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    
    			combat = {
    				BHU = 40 # White Legs Tribe
    				MOR = 40 # New Canaan
    				#ITA = 35 # Brotherhood of Steel
    				BRA = 30 # Reservation
    				CAL = 30 # New California Republic
    				IRQ = 30 # Vipers
    				JAP = 30 # Robot Nation
    				TUR = 30 # Necropolis
    				ALB = 25 # Caesar's Legion
    				AST = 25 # Under-Nation
    				HON = 25 # Mexican Raiders
    				FRA = 20 # New Reno
    				GER = 20 # Vault City
    				POL = 20 # Broken Hills
    				AFG = 10 # Kansas Free State
    				NOR = 10 # The Huns
    				TEX = 10 # New Church
    				POR = 5  # Gecko
    				SCH = 5  # Pioneer Alliance
    				HOL = 5  # New Arroyo
    				BLR = 5  # Texas Reformed
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 6162 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ALB AST BHU BLR BRA CAL FRA GER HOL HON IRQ JAP MOR NOR POL POR SCH TEX TUR }
    			fort_provs = { 6162 } 
    
    			country_priorities = {
    				BHU = 30 # White Legs Tribe
    				ALB = 30 # Caesar's Legion
    				JAP = 30 # Robot Nation
    				MOR = 30 # New Canaan
    				CAL = 20 # New California Republic
    				GER = 20 # Vault City
    				#CAL = 30 # New California Republic
    				#CHC = 30 # Shi Empire
    				#ITA = 30 # Brotherhood of Steel
    				#MEX = 30 # NROM
    				#HON = 15 # Mexican Raiders
    				BRA = 15 # Reservation
    				IRQ = 15 # Vipers
    			}
    
    		ARM_2255.ai:
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    				ALB = 2.0 # Caesar's Legion
    				BHU = 2.0 # White Legs Tribe
    				BRA = 2.0 # Reservation
    				IRQ = 2.0 # Vipers
    				JAP = 2.0 # Robot Nation
    				MOR = 2.0 # New Canaan
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				BHU = 45 # White Legs Tribe
    				MOR = 45 # New Canaan
    				#ITA = 40 # Brotherhood of Steel
    				BRA = 35 # Reservation
    				CAL = 35 # New California Republic
    				IRQ = 35 # Vipers
    				JAP = 35 # Robot Nation
    				TUR = 35 # Necropolis
    				ALB = 30 # Caesar's Legion
    				AST = 30 # Under-Nation
    				HON = 30 # Mexican Raiders
    				FRA = 25 # New Reno
    				GER = 25 # Vault City
    				POL = 25 # Broken Hills
    				AFG = 15 # Kansas Free State
    				NOR = 15 # The Huns
    				TEX = 15 # New Church
    				POR = 10 # Gecko
    				SCH = 10 # Pioneer Alliance
    				HOL = 10 # New Arroyo
    				BLR = 10 # Texas Reformed
    				ENG = 5  # Enclave
    				PRK = 5  # Polar Station Zeta
    				USA = 5  # The States
    				}
    
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ALB AST BHU BLR BRA CAL ENG FRA GER HOL HON IRQ JAP MOR NOR POL POR PRK SCH TEX TUR USA }
    			fort_provs = { 6162 }  
    
    			country_priorities = {
    				BHU = 30 # White Legs Tribe
    				ALB = 30 # Caesar's Legion
    				JAP = 30 # Robot Nation
    				MOR = 30 # New Canaan
    				CAL = 20 # New California Republic
    				GER = 20 # Vault City
    				#CAL = 30 # New California Republic
    				#CHC = 30 # Shi Empire
    				#ITA = 30 # Brotherhood of Steel
    				#MEX = 30 # NROM
    				#HON = 15 # Mexican Raiders
    				BRA = 15 # Reservation
    				IRQ = 15 # Vipers
    			}
    
    
    		ARM_Apocalypse.ai:
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				#ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    				ALB = 2.0 # Caesar's Legion
    				BHU = 2.0 # White Legs Tribe
    				BRA = 2.0 # Reservation
    				IRQ = 2.0 # Vipers
    				JAP = 2.0 # Robot Nation
    				MOR = 2.0 # New Canaan
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 734 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ALB AST BHU BLR BRA CAL FRA GER HOL HON IRQ JAP MOR NOR POL POR PRK SCH TEX TUR USA }
    			fort_provs = { 6162 }  
    
    			country_priorities = {
    				BHU = 30 # White Legs Tribe
    				ALB = 30 # Caesar's Legion
    				JAP = 30 # Robot Nation
    				MOR = 30 # New Canaan
    				CAL = 20 # New California Republic
    				GER = 20 # Vault City
    				#CAL = 30 # New California Republic
    				#CHC = 30 # Shi Empire
    				#ITA = 30 # Brotherhood of Steel
    				#MEX = 30 # NROM
    				#HON = 15 # Mexican Raiders
    				BRA = 15 # Reservation
    				IRQ = 15 # Vipers
    			}
    
    
    	AST/Under-Nation:
    		- The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
    			- AST_2245.ai, AST_2247.ai, AST_2249.ai, AST_2251.ai, AST_2253.ai, AST_2255.ai: 
    				switch = yes # [yes/no]
    		- Added maximum upgrading and reinforcement sliders.
    		- Fixed some formatting a bit.
    		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Will build forts in more borders now. Will build forts quite a bit, because of rat mentality (like to hide in safe spaces and the underground).
    		- Will now place special priority in defending borders against certain countries.
    		
    
    		AST_2245.ai:
    			max_front_ratios = {
    				GER = 2.0 # Vault City
    				MOR = 1.5 # New Canaan
    				MTN = 2.0 # Calgary Confederacy
    				NOR = 2.0 # Huns
    				POR = 1.5 # Gecko
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno
    				IRQ = 40 # Vipers
    				ALB = 30 # Caesar's Legion
    				SOV = 10 # Mutant Army
    				}
    			land_fort = yes
    			max_land_level = 3
    			fort_borders = { GER MOR MTN NOR POL POR }
    			fort_provs = { 705 }
    
    			country_priorities = {
    				GER = 20 # Vault City
    				MTN = 20 # Calgary Confederacy
    				NOR = 20 # Huns
    				MOR = 15 # New Canaan
    				POR = 15 # Gecko		
    			}
    
    		AST_2247.ai:
    			max_front_ratios = {
    				GER = 2.0 # Vault City
    				MOR = 1.5 # New Canaan
    				MTN = 2.0 # Calgary Confederacy
    				NOR = 2.0 # Huns
    				POR = 1.5 # Gecko
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno
    				IRQ = 40 # Vipers
    				ALB = 30 # Caesar's Legion
    				SOV = 10 # Mutant Army
    				}
    			land_fort = yes
    			max_land_level = 6
    			fort_borders = { GER MOR MTN NOR POL POR SCH }
    			fort_provs = { 705 }
    
    			country_priorities = {
    				GER = 20 # Vault City
    				MTN = 20 # Calgary Confederacy
    				NOR = 20 # Huns
    				MOR = 15 # New Canaan
    				POR = 15 # Gecko		
    			}
    
    		AST_2249.ai:
    			max_front_ratios = {
    				GER = 2.0 # Vault City
    				MOR = 1.5 # New Canaan
    				MTN = 2.0 # Calgary Confederacy
    				NOR = 2.0 # Huns
    				POR = 1.5 # Gecko
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    
    			land_fort = yes
    			max_land_level = 9
    			fort_borders = { AFG GER HOL MOR MTN NOR POL POR SCH }
    			fort_provs = { 705 }  
    
    			country_priorities = {
    				GER = 20 # Vault City
    				MTN = 20 # Calgary Confederacy
    				NOR = 20 # Huns
    				MOR = 15 # New Canaan
    				POR = 15 # Gecko		
    			}
    
    		AST_2251.ai:
    			max_front_ratios = {
    				GER = 2.0 # Vault City
    				MOR = 1.5 # New Canaan
    				MTN = 2.0 # Calgary Confederacy
    				NOR = 2.0 # Huns
    				POR = 1.5 # Gecko
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno
    				IRQ = 40 # Vipers
    				ALB = 30 # Caesar's Legion
    				SOV = 10 # Mutant Army
    				ANG = 5  # Junkers
    				}
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG BEN BHU GER HOL MOR MTN NOR POL POR SCH }
    			fort_provs = { 705 }  
    
    			country_priorities = {
    				GER = 20 # Vault City
    				MTN = 20 # Calgary Confederacy
    				NOR = 20 # Huns
    				MOR = 15 # New Canaan
    				POR = 15 # Gecko		
    			}
    
    			
    		AST_2253.ai:
    			max_front_ratios = {
    				GER = 2.0 # Vault City
    				MOR = 1.5 # New Canaan
    				MTN = 2.0 # Calgary Confederacy
    				NOR = 2.0 # Huns
    				POR = 1.5 # Gecko
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno
    				IRQ = 40 # Vipers
    				ALB = 30 # Caesar's Legion
    				SOV = 10 # Mutant Army
    				ANG = 5  # Junkers
    				}
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ARM BEN BHU BLR CAL CAM GER HOL ITA MOR MTN NOR POL POR ROM SCH SPA TEX }
    			fort_provs = { 705 }  
    			     
    			country_priorities = {
    				GER = 20 # Vault City
    				MTN = 20 # Calgary Confederacy
    				NOR = 20 # Huns
    				MOR = 15 # New Canaan
    				POR = 15 # Gecko		
    			}
    
    
    		AST_2255.ai:
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				ENG = 3.0 # The Enclave
    				GER = 2.0 # Vault City
    				MOR = 1.5 # New Canaan
    				MTN = 2.0 # Calgary Confederacy
    				NOR = 2.0 # Huns
    				POR = 1.5 # Gecko
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    			} 
    			upgrading = 0.1 # 
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno
    				IRQ = 40 # Vipers
    				ALB = 30 # Caesar's Legion
    				SOV = 10 # Mutant Army
    				ANG = 5  # Junkers
    				}
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ARM BEN BHU BLR CAL CAM CZE ENG GER HOL ITA MOR MTN NOR POL POR PRK QUE ROM SCH SPA TEX USA }
    			fort_provs = { 705 }  
    
    			country_priorities = {
    				GER = 20 # Vault City
    				MTN = 20 # Calgary Confederacy
    				NOR = 20 # Huns
    				MOR = 15 # New Canaan
    				POR = 15 # Gecko		
    			}
    
    
    
    	AZB/Dark Cathedral:
    		- The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
    		- combat rating against New Church and Kansas Free State decreased by ~/4. This is because in the E3 map, they farther away from the Dark Cathedral now. 
    		- Other nation-targets had similar decreases at smaller proportions, through they will be compensated by increasing Dark Cathedral aggression as the game progresses.
    		- Will make friends with New Reno and Den now, due to being criminal and slaver nations.
    		- Will now acquire extra targets later on.
    		- Will only start building forts and AA in 2249 and beyond - I assume that if Dark Cathedral lasts this far, the Civil War is done or almost finished. Will make more forts, generally.
    		- Will build AAs when at peace.
    		- Will use offensive supply now.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
    		
    			AZB_2245.ai:
    				switch = yes # [yes/no]
    				max_front_ratios = {
    					USA = 3.0 # The States 
    				}
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 200
    				use_offensive_supply = yes
    				combat = {
    					USA = 90 # FUSA
    					CAN = 25 # RCC
    					CSA = 25 # Manitou Tribes
    					ARA = 15 # Warriors of Ice
    					BEN = 15 # Beastlords				
    					SOV = 15 # Mutant Army
    					SPA = 15 # East BOS
    					AFG = 10 # Kansas Free State
    					CZE = 10 # Spiders
    					TEX = 10 # New Church
    					IRQ = 5 # The Vipers
    					}
    				# Borders with specific countries
    				country_priorities = {
    					USA = 50 # The States
    					#ALB = 20
    					CAN = 20 # Royal Canadian Commonwealth
    					AUS = 15 # Zombie Apocalypse
    					ENG = 10 # Enclave
    					}
    
    			AZB_2247.ai:
    				switch = yes # [yes/no]
    				use_offensive_supply = yes
    				neutrality = 55.000 
    				war = 40
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 400
    				combat = {
    					USA = 95 # FUSA
    					CAN = 30 # RCC
    					CSA = 30 # Manitou Tribes
    					ARA = 20 # Warriors of Ice
    					BEN = 20 # Beastlords				
    					SOV = 20 # Mutant Army
    					SPA = 20 # East BOS
    					AFG = 15 # Kansas Free State
    					CZE = 15 # Spiders
    					TEX = 15 # New Church
    					IRQ = 10 # The Vipers
    					U53 = 5  # Nuka Cola Corporation
    					CAM = 5  # Reavers
    					QUE = 5  # Quebec
    					}
    				befriend = {
    					ALB = 10 # Caesar's Legion
    					ANG = 10 # Junkers	
    					NOR = 10 # The Huns
    					FRA = 10 # New Reno
    					DEN = 10 # Den
    					}
    
    			AZB_2249.ai:
    				switch = yes # [yes/no]
    				max_front_ratios = {
    					CAN = 2.0 # Royal Canadian Commonwealth
    					USA = 3.0 # The States 
    				}
    				neutrality = 50.000 
    				war = 45
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 600
    				combat = {
    					USA = 100 # FUSA
    					CAN = 35  # RCC
    					CSA = 35  # Manitou Tribes
    					ARA = 25  # Warriors of Ice
    					BEN = 25  # Beastlords				
    					SOV = 25  # Mutant Army
    					SPA = 25  # East BOS
    					AFG = 20  # Kansas Free State
    					CZE = 20  # Spiders
    					TEX = 20  # New Church
    					IRQ = 15  # The Vipers
    					CAM = 10  # Reavers
    					QUE = 10  # Quebec
    					U53 = 10  # Nuka Cola Corporation
    					ARG = 5   # Harlequins
    					AUS = 5   # Rad-Zombie Apocalypse
    					JAP = 5   # Robot Nation
    					MTN = 5   # Calgary Confederacy
    					}
    
    				befriend = {
    					ALB = 10 # Caesar's Legion
    					ANG = 10 # Junkers	
    					NOR = 10 # The Huns
    					FRA = 10 # New Reno
    					DEN = 10 # Den
    					}
    
    				AA_batteries = yes
    
    				land_fort = yes
    				max_land_level = 2
    				fort_borders = { AFG ARA ARG AUS BEN CAM CAN CZE CSA IRQ JAP MTN QUE SOV SPA TEX U53 USA }
    
    				# Borders with specific countries
    				country_priorities = {
    					USA = 50 # The States
    					#ALB = 20
    					CAN = 20 # Royal Canadian Commonwealth
    					AUS = 15 # Zombie Apocalypse
    					ENG = 10 # Enclave
    					}
    
    
    			AZB_2251.ai:
    				switch = yes # [yes/no]
    				max_front_ratios = {
    					CAN = 2.0 # Royal Canadian Commonwealth
    					SOV = 2.0 # Mutant Army
    					SPA = 2.0 # Midwestern BOS
    					USA = 3.0 # The States 
    				}
    				neutrality = 45.000 
    				war = 50
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 800
    				combat = {
    					USA = 110 # FUSA
    					CAN = 40  # RCC
    					CSA = 40  # Manitou Tribes
    					ARA = 30  # Warriors of Ice
    					BEN = 30  # Beastlords				
    					SOV = 30  # Mutant Army
    					SPA = 30  # East BOS
    					AFG = 25  # Kansas Free State
    					CZE = 25  # Spiders
    					TEX = 25  # New Church
    					IRQ = 20  # The Vipers
    					CAM = 15  # Reavers
    					QUE = 15  # Quebec
    					U53 = 15  # Nuka Cola Corporation
    					ARG = 10  # Harlequins
    					AUS = 10  # Rad-Zombie Apocalypse
    					JAP = 10  # Robot Nation
    					MTN = 10  # Calgary Confederacy
    					AST = 5   # Under-Nation
    					BEL = 5   # God-Machine
    					BLR = 5   # Texas Reformed
    					JOR = 5   # Vault 10
    					}
    
    				befriend = {
    					ALB = 10 # Caesar's Legion
    					ANG = 10 # Junkers	
    					NOR = 10 # The Huns
    					FRA = 10 # New Reno
    					DEN = 10 # Den
    					}
    
    				AA_batteries = yes
    				max_AA_level = 6
    
    				air_base = yes
    				max_air_base = 6
    				air_base_provs = {
    					600 # Boston
    					602 # New York
    					606 # Washington D.C.
    					}
    
    				land_fort = yes
    				max_land_level = 4
    				fort_borders = { AFG ARA ARG AST AUS BEL BEN BLR CAM CAN CZE CSA IRQ JAP JOR MTN QUE SOV SPA TEX U53 USA }
    
    					#### Divisions etc...
    					armor 				= 0
    					bergsjaeger 		= 0
    					cavalry 			= 0
    					garrison			= 5
    					hq 					= 5
    					infantry 			= 30
    					light_armor 		= 10
    					marine 				= 0
    					militia 			= 5
    					mechanized 			= 0
    					motorized 			= 15
    					paratrooper 		= 5
    				#				80 %
    
    				# Borders with specific countries
    				country_priorities = {
    					USA = 50 # The States
    					#ALB = 20
    					CAN = 20 # Royal Canadian Commonwealth
    					AUS = 15 # Zombie Apocalypse
    					ENG = 10 # Enclave
    					}
    
    			AZB_2253.ai:
    				switch = yes # [yes/no]
    				max_front_ratios = {
    					CAN = 2.0 # Royal Canadian Commonwealth
    					SOV = 2.0 # Mutant Army
    					SPA = 2.0 # Midwestern BOS
    					USA = 3.0 # The States 
    				}
    				neutrality = 40.000 
    				war = 55
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 1000
    				combat = {
    					USA = 115 # FUSA
    					CAN = 45  # RCC
    					CSA = 45  # Manitou Tribes
    					ARA = 35  # Warriors of Ice
    					BEN = 35  # Beastlords				
    					SOV = 35  # Mutant Army
    					SPA = 35  # East BOS
    					AFG = 30  # Kansas Free State
    					CZE = 30  # Spiders
    					TEX = 30  # New Church
    					IRQ = 25  # The Vipers
    					CAM = 20  # Reavers
    					QUE = 20  # Quebec
    					U53 = 20  # Nuka Cola Corporation
    					ARG = 15  # Harlequins
    					AUS = 15  # Rad-Zombie Apocalypse
    					JAP = 15  # Robot Nation
    					MTN = 15  # Calgary Confederacy
    					AST = 10  # Under-Nation
    					BEL = 10  # God-Machine
    					BLR = 10  # Texas Reformed
    					JOR = 10  # Vault 10
    					BHU = 5   # White-Legs Tribe
    					HON = 5   # Mexican Raiders
    					MAD = 5   # Mayan Empire
    					MEX = 5   # New Republic of Mexico (NROM)
    					MOR = 5   # New Canaan
    					POL = 5   # Broken Hills
    					}
    
    				befriend = {
    					ALB = 10 # Caesar's Legion
    					ANG = 10 # Junkers	
    					NOR = 10 # The Huns
    					FRA = 10 # New Reno
    					DEN = 10 # Den
    					}
    
    				AA_batteries = yes
    				max_AA_level = 8
    				AA_provs = {
    					600 # Boston
    					602 # New York
    					604 # Atlantic City
    					606 # Washington D.C.
    					607 # Baltimore
    					608 # Philadelphia
    					6473 # Charleston
    					630 # Clarksburg
    					632 # Norfolk
    					6399 # Marion
    					}
    
    				air_base = yes
    				max_air_base = 8
    				air_base_provs = {
    					600 # Boston
    					602 # New York
    					606 # Washington D.C.
    					}
    
    				land_fort = yes
    				max_land_level = 6
    				fort_borders = { AFG ARA ARG AST AUS BEL BEN BHU BLR CAM CAN CZE CSA HON IRQ JAP JOR MAD MEX MOR MTN POL QUE SOV SPA TEX U53 USA }
    
    					#### Divisions etc...
    					armor 				= 0
    					bergsjaeger 		= 0
    					cavalry 			= 0
    					garrison			= 5
    					hq 					= 5
    					infantry 			= 30
    					light_armor 		= 10
    					marine 				= 0
    					militia 			= 5
    					mechanized 			= 0
    					motorized 			= 15
    					paratrooper 		= 5
    				#				80 %
    
    				# Borders with specific countries
    				country_priorities = {
    					USA = 50 # The States
    					#ALB = 20
    					CAN = 20 # Royal Canadian Commonwealth
    					AUS = 15 # Zombie Apocalypse
    					ENG = 10 # Enclave
    					}
    
    			AZB_2255.ai:
    				switch = yes # [yes/no]
    				max_front_ratios = {
    					CAL = 3.0 # New California Republic
    					CAN = 2.0 # Royal Canadian Commonwealth
    					ENG = 3.0 # Enclave
    					PRK = 3.0 # Polar Station Zeta
    					SOV = 2.0 # Mutant Army
    					SPA = 2.0 # Midwestern BOS
    					USA = 3.0 # The States 
    				}
    				neutrality = 35.000 
    				war = 60
    				max_redeploying = 0.25
    				use_offensive_supply = yes
    				max_fuel_offensive = 1200
    
    				combat = {
    					USA = 120 # FUSA
    					CAN = 50  # RCC
    					CSA = 50  # Manitou Tribes
    					ARA = 40  # Warriors of Ice
    					BEN = 40  # Beastlords				
    					SOV = 40  # Mutant Army
    					SPA = 40  # East BOS
    					AFG = 35  # Kansas Free State
    					CZE = 35  # Spiders
    					TEX = 35  # New Church
    					IRQ = 30  # The Vipers
    					CAM = 25  # Reavers
    					QUE = 25  # Quebec
    					U53 = 25  # Nuka Cola Corporation
    					ARG = 20  # Harlequins
    					AUS = 20  # Rad-Zombie Apocalypse
    					JAP = 20  # Robot Nation
    					MTN = 20  # Calgary Confederacy
    					AST = 15  # Under-Nation
    					BEL = 15  # God-Machine
    					BLR = 15  # Texas Reformed
    					JOR = 15  # Vault 10
    					BHU = 10  # White-Legs Tribe
    					HON = 10  # Mexican Raiders
    					MAD = 10  # Mayan Empire
    					MEX = 10  # New Republic of Mexico (NROM)
    					MOR = 10  # New Canaan
    					POL = 10  # Broken Hills
    					CAL = 5   # New California Republic (NCR)
    					CHC = 5   # Shi Empire
    					ENG = 5   # Enclave
    					GER = 5   # Vault City 
    					HOL = 5   # New Arroyo
    					ITA = 5   # Brotherhood of Steel
    					POR = 5   # Gecko
    					ROM = 5   # Redding
    					SCH = 5   # Pioneer Alliance
    					PRK = 5   # Polar Station Zeta
    					SWE = 5   # The Hub
    					TUR = 5   # Necropolis
    					}
    
    				befriend = {
    					ALB = 10 # Caesar's Legion
    					ANG = 10 # Junkers	
    					NOR = 10 # The Huns
    					FRA = 10 # New Reno
    					DEN = 10 # Den
    					}
    
    				AA_batteries = yes
    					max_AA_level = 10
    					AA_provs = {
    						600 # Boston
    						602 # New York
    						604 # Atlantic City
    						606 # Washington D.C.
    						607 # Baltimore
    						608 # Philadelphia
    						6473 # Charleston
    						630 # Clarksburg
    						632 # Norfolk
    						6399 # Marion
    						}
    
    				land_fort = yes
    				max_land_level = 10
    				fort_borders = { AFG ARA ARG AST AUS BEL BEN BHU BLR CAL CAM CAN CHC CZE CSA ENG GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN POL POR PRK QUE ROM SCH SOV SPA SWE TEX TUR U53 USA }
    
    					#### Divisions etc...
    					armor 				= 0
    					bergsjaeger 		= 0
    					cavalry 			= 0
    					garrison			= 5
    					hq 					= 5
    					infantry 			= 30
    					light_armor 		= 10
    					marine 				= 0
    					militia 			= 5
    					mechanized 			= 0
    					motorized 			= 15
    					paratrooper 		= 5
    				#				80 %
    
    				# Borders with specific countries
    				country_priorities = {
    					USA = 50 # The States
    					#ALB = 20
    					CAN = 20 # Royal Canadian Commonwealth
    					AUS = 15 # Zombie Apocalypse
    					ENG = 10 # Enclave
    					}
    
    
    	BEL/God-Machine:
    		- Gets more aggressive as time passes.
    		- Will now use offensive supply
    		- Will now attack the Calgary Confederacy
    		- Builds land forts properly and in the borders of their enemies
    		- Will build less garrisons after 2247, building more Heavy Robots and Walking Robots in their place.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Maximum front ratios set. Will place extra emphasis in late game against one (two) alliance majors.
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    
    		BEL_2245.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				AST = 2.0 # Under-Nation
    				NOR = 2.0 # Huns 
    				SOV = 2.0 # Mutant Army
    				MTN = 1.5 # Calgary Confederacy
    				ARA = 1.5 # Warriors of Ice
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = {
    				NOR = 50 # Huns
    				AST = 30 # Under-Nation
    				MTN = 10 # Calgary Confederacy
    				SOV = 10 # Mutant Army
    				ARA = 5  # Warriors of Ice LOW PRIORITY
    				}
    			land_fort = yes
    			max_land_level = 3
    			fort_borders = { ARA AST MTN NOR SOV }  
    			fort_provs = { 799 }
    
    			# Borders with specific countries
    			country_priorities = { 
    				NOR = 20 # Huns
    				SOV = 20 # Mutant Army
    				AST = 15 # Under-Nation
    				MTN = 15 # Mutant Army
    				ARA = 10 # Warriors of Ice
    			}
    		
    		BEL_2247.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				AST = 2.0 # Under-Nation
    				NOR = 2.0 # Huns 
    				SOV = 2.0 # Mutant Army
    				MTN = 1.5 # Calgary Confederacy
    				ARA = 1.5 # Warriors of Ice
    			}
    			war = 80
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = {
    				NOR = 55 # Huns
    				AST = 35 # Under-Nation
    				MTN = 15 # Calgary Confederacy
    				SOV = 15 # Mutant Army
    				ARA = 10 # Warriors of Ice. LOW PRIORITY
    				}
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { ARA AST MTN NOR SOV }  
    			fort_provs = { 799 }
    			garrison			= 15 (was 20)
    			light_armor 		= 5 (was 0)	
    			# Borders with specific countries
    			country_priorities = { 
    				NOR = 20 # Huns
    				SOV = 20 # Mutant Army
    				AST = 15 # Under-Nation
    				MTN = 15 # Mutant Army
    				ARA = 10 # Warriors of Ice
    			}
    
    		BEL_2249.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				AST = 2.0 # Under-Nation
    				NOR = 2.0 # Huns 
    				SOV = 2.0 # Mutant Army
    				MTN = 1.5 # Calgary Confederacy
    				ARA = 1.5 # Warriors of Ice
    			}
    			war = 90
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				NOR = 60 # Huns
    				AST = 40 # Under-Nation
    				MTN = 20 # Calgary Confederacy
    				SOV = 20 # Mutant Army
    				ARA = 15 # Warriors of Ice. LOW PRIORITY
    				}
    			land_fort = yes
    			max_land_level = 7
    			fort_borders = { ARA AST MTN NOR SOV } 
    			fort_provs = { 799 }	
    			garrison			= 15 (was 20)
    			light_armor 		= 5 (was 0)	
    			# Borders with specific countries
    			country_priorities = { 
    				NOR = 20 # Huns
    				SOV = 20 # Mutant Army
    				AST = 15 # Under-Nation
    				MTN = 15 # Mutant Army
    				AST = 10 # Warriors of Ice
    			}
    
    		BEL_2251.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				AST = 2.0 # Under-Nation
    				NOR = 2.0 # Huns 
    				SOV = 2.0 # Mutant Army
    				MTN = 1.5 # Calgary Confederacy
    				ARA = 1.5 # Warriors of Ice
    			}
    			war = 100
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				NOR = 65 # Huns
    				AST = 45 # Under-Nation
    				MTN = 25 # Calgary Confederacy
    				SOV = 25 # Mutant Army
    				ARA = 20 # Warriors of Ice
    				CAN = 5  # Royal Canadian Commonwealth
    				SPA = 5  # Midwestern BOS
    				}
    			land_fort = yes
    			max_land_level = 9
    			fort_borders = { ARA AST CAN MTN NOR SOV SPA }  
    			fort_provs = { 799 } 
    			light_armor 		= 5 (was 0)	
    			armor 				= 10 (was 5)
    			garrison			= 10
    			# Borders with specific countries
    			country_priorities = { 
    				NOR = 20 # Huns
    				SOV = 20 # Mutant Army
    				CAN = 20 # Royal Canadian Commonwealth
    				AST = 15 # Under-Nation
    				MTN = 15 # Mutant Army
    				SPA = 15 # Midwestern BOS
    				ARA = 10 # Warriors of Ice
    			}
    
    		BEL_2253.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				AST = 2.0 # Under-Nation
    				CAN = 2.0 # Royal Canadian Commonwealth
    				NOR = 2.0 # Huns 
    				SOV = 2.0 # Mutant Army
    				ARA = 1.5 # Warriors of Ice
    				MTN = 1.5 # Calgary Confederacy
    				SPA = 1.5 # Midwestern BOS
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 110
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = {
    				NOR = 70 # Huns
    				AST = 50 # Under-Nation
    				MTN = 30 # Calgary Confederacy
    				SOV = 30 # Mutant Army
    				ARA = 25 # Warriors of Ice
    				CAN = 10 # Royal Canadian Commonwealth
    				SPA = 10 # Midwestern BOS
    				}
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { ARA AST CAN MTN NOR SOV SPA } 
    			fort_provs = { 799 } 
    			light_armor 		= 10 (was 5)
    			armor 				= 10
    			garrison			= 5
    			# Borders with specific countries
    			country_priorities = { 
    				CAN = 20 # Royal Canadian Commonwealth
    				NOR = 20 # Huns
    				SOV = 20 # Mutant Army
    				AST = 15 # Under-Nation
    				MTN = 15 # Mutant Army
    				SPA = 15 # Midwestern BOS
    				ARA = 10 # Warriors of Ice
    			}
    
    
    		BEL_2255.ai
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				PRK = 3.0 # Polar Station Zeta
    				AST = 2.0 # Under-Nation
    				CAN = 2.0 # Royal Canadian Commonwealth
    				NOR = 2.0 # Huns 
    				SOV = 2.0 # Mutant Army
    				ARA = 1.5 # Warriors of Ice
    				MTN = 1.5 # Calgary Confederacy
    				SPA = 1.5 # Midwestern BOS
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 120
    			max_redeploying = 0.35
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				NOR = 75 # Huns
    				AST = 55 # Under-Nation
    				MTN = 35 # Calgary Confederacy
    				SOV = 35 # Mutant Army
    				ARA = 30 # Warriors of Ice
    				CAN = 15 # Royal Canadian Commonwealth
    				SPA = 15 # Midwestern BOS
    				CAL = 5  # New California Republic
    				PRK = 5  # Polar Station Zeta
    				}
    			light_armor 		= 10 (was 5)
    			armor 				= 10
    			garrison			= 5
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { ARA AST CAL CAN MTN NOR PRK SOV SPA } 
    			fort_provs = { 799 } 
    			# Borders with specific countries
    			country_priorities = { 
    				CAL = 20 # New California Republic
    				CAN = 20 # Royal Canadian Commonwealth
    				NOR = 20 # Huns
    				PRK = 20 # Polar Station Zeta
    				SOV = 20 # Mutant Army
    				AST = 15 # Under-Nation
    				MTN = 15 # Mutant Army
    				SPA = 15 # Midwestern BOS
    				ARA = 10 # Warriors of Ice
    			}
    
    
    	BEN/Beastlords:
    		- Will now use offensive supply.
    		- Actually will start less aggressive towards their enemy nations (numbers were halved), but will ramp up in later years
    		- Will only be aggressive against the Western Brotherhood in the late game.
    		- Will now build up the airbase in their capital in the late game.
    		- Will now build forts properly in their capital province and borders with their enemies (this was bugged).
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Maximum front ratios set. Will place extra emphasis in late game against one (two) alliance majors.
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    
    		BEN_2245.ai:
    			switch = yes # [yes/no]	
    			max_front_ratios = {
    				SPA = 2.0 # Midwestern BOS
    				TEX = 1.5 # New Church
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = { 
    				AUS = 20 # Zombie Apocalypse
    				SPA = 20 # Midwestern BOS
    				CZE = 15 # Spiders
    				AST = 10 # Under-Nation
    				AZB = 10 # Dark Cathedral	
    				TEX = 10 # New Church	
    				AFG = 5 # Kansas Free State
    				JAP = 5 # Robot Nation
    				U53 = 5 # Nuka Cola Corporation
    				}
    			Was:
    				combat = { 
    					AUS = 40 # Zombie Apocalypse
    					SPA = 40 # East BOS
    					CZE = 30 # Spiders
    					AST = 20 # Under-Nation
    					AZB = 20 # Dark Cathedral	
    					TEX = 20 # New Church	
    					AFG = 10 # Kansas Free State
    					JAP = 10 # Robot Nation
    					U53 = 10 # Nuka Cola Corporation
    					ITA = 5 # West BOS
    					}
    			land_fort = yes
    			max_land_level = 2
    			fort_borders = { SPA }
    			fort_provs = { 6366 }
    
    				#### Divisions etc.
    				infantry 			= 10
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 45
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq				    = 5
    				militia 			= 0
    			#				90 %
    
    			# Borders with specific countries
    			country_priorities = {
    				SPA = 20 # Midwestern BOS
    			}
    
    		BEN_2247.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    			    AZB = 2.0 # Dark Cathedral
    				SPA = 2.0 # Midwestern BOS
    				TEX = 1.5 # New Church
    			}
    			war = 15
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = { 
    				AUS = 25 # Zombie Apocalypse
    				SPA = 25 # Midwestern BOS
    				CZE = 20 # Spiders
    				AST = 15 # Under-Nation
    				AZB = 15 # Dark Cathedral	
    				TEX = 15 # New Church	
    				AFG = 10 # Kansas Free State
    				JAP = 10 # Robot Nation
    				U53 = 10 # Nuka Cola Corporation
    				}
    			land_fort = yes
    			max_land_level = 2
    			fort_borders = { AUS CZE SPA }
    			fort_provs = { 6366 }
    
    				#### Divisions etc.
    				infantry 			= 10
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 45
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq				    = 5
    				militia 			= 0
    			#				90 %
    
    			# Borders with specific countries
    			country_priorities = {
    				AZB = 20 # Dark Cathedral
    				SPA = 20 # Midwestern BOS
    				TEX = 15 # New Church
    			}
    
    
    		BEN_2249.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    			    AZB = 2.0 # Dark Cathedral
    				SPA = 2.0 # Midwestern BOS
    				TEX = 1.5 # New Church
    			}
    			neutrality = 35.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 20
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = { 
    				AUS = 30 # Zombie Apocalypse
    				SPA = 30 # Midwestern BOS
    				CZE = 25 # Spiders
    				AST = 20 # Under-Nation
    				AZB = 20 # Dark Cathedral	
    				TEX = 20 # New Church	
    				AFG = 15 # Kansas Free State
    				JAP = 15 # Robot Nation
    				U53 = 15 # Nuka Cola Corporation
    				}
    
    			land_fort = yes
    			max_land_level = 3
    			fort_borders = { AFG AST AUS AZB CZE JAP SPA U53 TEX } 
    			fort_provs = { 6366 }
    
    				#### Divisions etc.
    				infantry 			= 10
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_ armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 45
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq				    = 5
    				militia 			= 0
    			#				90 %
    
    			# Borders with specific countries
    			country_priorities = {
    				AZB = 20 # Dark Cathedral
    				CZE = 20 # Spiders
    				SPA = 20 # Midwestern BOS
    				TEX = 15 # New Church
    			}
    
    
    		BEN_2251.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				USA = 3.0 # The States
    			    AZB = 2.0 # Dark Cathedral
    				SPA = 2.0 # Midwestern BOS
    				AFG = 1.5 # Kansas Free State
    				CZE = 1.5 # Spiders
    				TEX = 1.5 # New Church	
    			}
    			neutrality = 30.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 25
    			strat_redeploy_threshold = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = { 
    				AUS = 35 # Zombie Apocalypse
    				SPA = 35 # Midwest BOS
    				CZE = 30 # Spiders
    				AST = 25 # Under-Nation
    				AZB = 25 # Dark Cathedral	
    				TEX = 25 # New Church	
    				AFG = 20 # Kansas Free State
    				JAP = 20 # Robot Nation
    				U53 = 20 # Nuka Cola Corporation
    				ITA = 5  # Brotherhood of Steel
    				}
    			air_base = yes
    			max_air_base = 3
    			air_base_provs = { 6366 }
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX } 
    			fort_provs = { 6366 }
    
    				#### Divisions etc.
    				infantry 			= 10
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 45
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq				    = 5
    				militia 			= 0
    			#				90 %
    
    			# Borders with specific countries
    			country_priorities = {
    				USA = 30 # The States
    				AZB = 20 # Dark Cathedral
    				CZE = 20 # Spiders
    				SPA = 20 # Midwestern BOS
    				AFG = 15 # Kansas Free State
    				TEX = 15 # New Church
    			}
    
    		BEN_2253.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				USA = 3.0 # The States
    			    AZB = 2.0 # Dark Cathedral
    				SPA = 2.0 # Midwestern BOS
    				AFG = 1.5 # Kansas Free State
    				CZE = 1.5 # Spiders
    				TEX = 1.5 # New Church	
    			}
    			neutrality = 25.000
    			war = 30
    			strat_redeploy_threshold = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = { 
    				AUS = 40 # Zombie Apocalypse
    				SPA = 40 # Midwest BOS
    				CZE = 35 # Spiders
    				AST = 30 # Under-Nation
    				AZB = 30 # Dark Cathedral	
    				TEX = 30 # New Church	
    				AFG = 25 # Kansas Free State
    				JAP = 25 # Robot Nation
    				U53 = 25 # Nuka Cola Corporation
    				ITA = 10 # Brotherhood of Steel
    				}
    			air_base = yes
    			max_air_base = 4
    			air_base_provs = { 6366 }
    			land_fort = yes
    			max_land_level = 7
    			fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX } 
    			fort_provs = { 6366 }
    
    				#### Divisions etc.
    				infantry 			= 10
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 45
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq				    = 5
    				militia 			= 0
    			#				90 %
    
    			# Borders with specific countries
    			country_priorities = {
    				USA = 30 # The States
    				AZB = 20 # Dark Cathedral
    				CZE = 20 # Spiders
    				SPA = 20 # Midwestern BOS
    				AFG = 15 # Kansas Free State
    				TEX = 15 # New Church
    			}
    
    		BEN_2255.ai:
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    			    AZB = 2.0 # Dark Cathedral
    				SPA = 2.0 # Midwestern BOS
    				AFG = 1.5 # Kansas Free State
    				CZE = 1.5 # Spiders
    				TEX = 1.5 # New Church	
    			}
    			neutrality = 20.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 35
    			strat_redeploy_threshold = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = { 
    				AUS = 45 # Zombie Apocalypse
    				SPA = 45 # Midwest BOS
    				CZE = 40 # Spiders
    				AST = 35 # Under-Nation
    				AZB = 35 # Dark Cathedral	
    				TEX = 35 # New Church	
    				AFG = 30 # Kansas Free State
    				JAP = 30 # Robot Nation
    				U53 = 30 # Nuka Cola Corporation
    				ITA = 15  # Brotherhood of Steel
    				}
    			air_base = yes
    			max_air_base = 10
    			air_base_provs = { 6366 }
    			land_fort = yes
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX } 
    			fort_provs = { 6366 }
    
    				#### Divisions etc.
    				infantry 			= 10
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 45
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq				    = 5
    				militia 			= 0
    			#				90 %
    
    
    	BHU/White-Legs Tribe:
    		- Will now use offensive supply.
    		- Actually will start less aggressive towards their enemy nations, but will gradually ramp up in later years
    		- Will become aggressive against more countries, later on.
    		- Will now build forts properly in their capital province and borders with their enemies (this was bugged). White Legs will build weak forts, however, due to their nomadic nature.
    		- Added maximum upgrading and reinforcement sliders.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
    		- Will now place special priority in defending borders against certain countries.
    
    		BHU_2245.ai
    			max_front_ratios = {
    				MON = 2.0 # New Canaan
    				BRA = 1.5 # Reservation
    			}
    			neutrality = 10.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 30 # Was 10, White Legs should be aggressive.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = {
    				MON = 25 # New Canaan
    				BRA = 15 # Reservation
    				SCH = 15 # Pioneer Alliance
    				CAL = 10 # NCR
    				HOL = 10 # New Arroyo
    				JAP = 5 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
    				POL = 5 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
    				}
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { MON }
    			fort_provs = { }
    			# Borders with specific countries
    			country_priorities = { 
    				MOR = 20
    				BRA = 15
    				SCH = 15
    			}
    
    		BHU_2247.ai
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				MON = 2.0 # New Canaan
    				BRA = 1.5 # Reservation
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 35
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = {
    				MON = 30 # New Canaan
    				BRA = 20 # Reservation
    				SCH = 20 # Pioneer Alliance
    				CAL = 15 # NCR
    				HOL = 15 # New Arroyo
    				JAP = 10 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
    				POL = 10 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
    				}
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { CAL MOR }
    			# Borders with specific countries
    				country_priorities = { 
    					CAL = 30 # New California Republic
    					MOR = 20 # New Canaan
    					BRA = 15 # Reservation
    					SCH = 15 # Pioneer Alliance
    				} 
    
    		BHU_2249.ai
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				MON = 2.0 # New Canaan
    				POL = 2.0 # Broken Hills
    				BRA = 1.5 # Reservation
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 40
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				MON = 35 # New Canaan
    				BRA = 25 # Reservation
    				SCH = 25 # Pioneer Alliance
    				CAL = 20 # NCR
    				HOL = 20 # New Arroyo
    				JAP = 15 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
    				POL = 15 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
    				AST = 5  # Under-Nation
    				GER = 5  # Vault City
    				}
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { BRA CAL MOR POL }
    			fort_provs = { }
    			# Borders with specific countries
    			country_priorities = { 
    				CAL = 30 # New California Republic
    				MOR = 20 # New Canaan
    				POL = 20 # Broken Hills
    				BRA = 15 # Reservation
    				SCH = 15 # Pioneer Alliance
    			} 
    
    		BHU_2251.ai
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				MON = 2.0 # New Canaan
    				POL = 2.0 # Broken Hills
    				BRA = 1.5 # Reservation
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 45
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				MON = 40 # New Canaan
    				BRA = 30 # Reservation
    				SCH = 30 # Pioneer Alliance
    				CAL = 25 # NCR
    				HOL = 25 # New Arroyo
    				JAP = 20 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
    				POL = 20 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
    				AST = 10 # Under-Nation
    				GER = 10 # Vault City
    				IRQ = 5  # The Vipers
    				JOR = 5  # Vault 10
    				}
    			protect = {
    				DEN = 10 # Den
    				FRA = 30 # New Reno
    				HON = 20 # Mexican Raiders
    				NOR = 30 # The Huns 
    				ANG = 20 # Junkers
    				} - will no longer Protect Vipers
    
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { BRA CAL GER MOR POL SCH }
    			fort_provs = { }
    
    			# Borders with specific countries
    			country_priorities = { 
    				CAL = 30 # New California Republic
    				MOR = 20 # New Canaan
    				POL = 20 # Broken Hills
    				BRA = 15 # Reservation
    				SCH = 15 # Pioneer Alliance
    			}
    
    
    
    		BHU_2253.ai
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				JAP = 2.0 # Robot Nation
    				MON = 2.0 # New Canaan
    				POL = 2.0 # Broken Hills
    				BRA = 1.5 # Reservation
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 50
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = {
    				MON = 45 # New Canaan
    				BRA = 35 # Reservation
    				SCH = 35 # Pioneer Alliance
    				CAL = 30 # NCR
    				HOL = 30 # New Arroyo
    				JAP = 25 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
    				POL = 25 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
    				AST = 15 # Under-Nation
    				GER = 15 # Vault City
    				IRQ = 10 # The Vipers
    				JOR = 10 # Vault 10
    				AFG = 5 # Kansas Free State
    				BLR = 5  # Texas Reformed
    				ITA = 5  # Brotherhood of Steel
    				TEX = 5  # New Church
    				}
    			protect = {
    				DEN = 10 # Den
    				FRA = 30 # New Reno
    				HON = 20 # Mexican Raiders
    				NOR = 30 # The Huns 
    				ANG = 20 # Junkers
    				}
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { AFG BLR BRA CAL GER HOL ITA JAP JOR MOR POL SCH TEX }
    			fort_provs = { }
    			# Borders with specific countries
    			country_priorities = { 
    				CAL = 30 # New California Republic
    				MOR = 20 # New Canaan
    				JAP = 20 # Robot Nation
    				POL = 20 # Broken Hills
    				BRA = 15 # Reservation
    				SCH = 15 # Pioneer Alliance
    			}
    
    
    
    		BHU_2255.ai
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    				JAP = 2.0 # Robot Nation
    				MON = 2.0 # New Canaan
    				POL = 2.0 # Broken Hills
    				BRA = 1.5 # Reservation
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 55
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				MON = 50 # New Canaan
    				BRA = 40 # Reservation
    				SCH = 40 # Pioneer Alliance
    				CAL = 35 # NCR
    				HOL = 35 # New Arroyo
    				JAP = 30 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
    				POL = 30 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
    				AST = 20 # Under-Nation
    				GER = 20 # Vault City
    				IRQ = 15 # The Vipers
    				JOR = 15 # Vault 10
    				AFG = 10 # Kansas Free State
    				BLR = 10 # Texas Reformed
    				ITA = 10 # Brotherhood of Steel
    				TEX = 10 # New Church
    				ENG = 5  # Enclave
    				CHC = 5  # Shi Empire
    				MEX = 5  # New Republic of Mexico
    				MTN = 5  # Calgary Confederacy
    				PRK = 5  # Polar-Station Zeta
    				SOV = 5  # Mutant Army
    				USA = 5  # The States
    				}
    			protect = {
    				DEN = 10 # Den
    				FRA = 30 # New Reno
    				HON = 20 # Mexican Raiders
    				NOR = 30 # The Huns 
    				ANG = 20 # Junkers
    				}
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { AFG BLR BRA CAL CHC ENG GER HOL ITA JAP JOR MEX MOR MTN POL PRK SCH SOV TEX USA }
    			fort_provs = { }
    			# Borders with specific countries
    			country_priorities = { 
    				ENG = 30 # Enclave
    				CAL = 30 # New California Republic
    				PRK = 30 # Polar Station Zeta
    				USA = 30 # The States
    				MOR = 20 # New Canaan
    				JAP = 20 # Robot Nation
    				POL = 20 # Broken Hills
    				BRA = 15 # Reservation
    				SCH = 15 # Pioneer Alliance
    			}
    
    
    	BLR/Texas Reformed:	
    		- Will now attack Beast Lords
    		- combat setting includes the New Church. An odd lack, but I suspect its because the Texas Reformed vs New Church war is triggered by event. This is more of a contigency in case the war ends in an stalemate or something.
    		- Will now use offensive supply.
    		- Pretty much halved their starting combat numbers, but they will grown later on.
    		- Will now build forts properly
    		- Will halve their garrison building after the 2250s
    		- Will build a few more air units after the 2250s, especially prop fighters.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Maximum front ratios set. Will place extra emphasis in late game against two (three) alliance majors.
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    
    		BLR_2245.ai
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				TEX = 3.0 # New Church
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = {
    				TEX = 30 # New Church
    				CZE = 25 # Spiders
    				AFG = 20 # Kansas Free State
    				AUS = 20 # Zombie Apocalypse
    				ARG = 15 # Harlequins
    				ALB = 15 # Caesar's Legion
    				AST = 15 # Under-Nation
    				BEN = 15 # Beastlords
    				CSA = 15 # Manitou Tribe
    				IRQ = 15 # Vipers
    				NOR = 15 # The Huns
    				SOV = 15 # Mutant Army
    				POL = 10 # Broken Hills
    				POR = 10 # Reservation
    				TUR = 10 # Necropolis
    				HON = 10 # Mexican Raiders
    				AZB = 5 # Dark Cathedral
    				}
    			land_fort = yes
    			max_land_level = 1
    			fort_borders = { TEX } 
    			fort_provs = { 715 716 }
    			# Borders with specific countries
    			country_priorities = {
    				U00 = 50 # Barbarians. What is this, anyway?
    				TEX = 50 # New Church
    				SOV = 25 # Mutant Army. Was 75, divided it by a third.
    				HON = 20 # Mexican Raiders. Was 40.
    				CSA = 15 # Manitou Tribes. Was 30.
    			}
    
    		BLR_2247.ai
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				TEX = 3.0 # New Church
    			}
    			neutrality = 60.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = {
    				TEX = 35 # New Church
    				CZE = 30 # Spiders
    				AFG = 25 # Kansas Free State
    				AUS = 25 # Zombie Apocalypse
    				ARG = 20 # Harlequins
    				ALB = 20 # Caesar's Legion
    				AST = 20 # Under-Nation
    				BEN = 20 # Beastlords
    				CSA = 20 # Manitou Tribe
    				IRQ = 20 # Vipers
    				NOR = 20 # The Huns
    				SOV = 20 # Mutant Army
    				POL = 15 # Broken Hills
    				POR = 15 # Reservation
    				TUR = 15 # Necropolis
    				HON = 15 # Mexican Raiders
    				AZB = 10 # Dark Cathedral
    				}
    			land_fort = yes
    			max_land_level = 2
    			fort_borders = { CZE TEX } 
    			fort_provs = { 715 716 }
    
    			# Borders with specific countries
    			country_priorities = {
    				U00 = 50 # Barbarians. What is this, anyway?
    				TEX = 50 # New Church
    				SOV = 25 # Mutant Army. Was 75, divided it by a third.
    				CZE = 20 # Spiders
    				HON = 20 # Mexican Raiders. Was 40.
    				CSA = 15 # Manitou Tribes. Was 30.
    			}
    
    		BLR_2249.ai
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				TEX = 3.0 # New Church
    				AFG = 2.0 # Kansas Free State
    				CZE = 2.0 # Spiders
    			}
    			neutrality = 55.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 30
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				TEX = 40 # New Church
    				CZE = 35 # Spiders
    				AFG = 30 # Kansas Free State
    				AUS = 30 # Zombie Apocalypse
    				ARG = 25 # Harlequins
    				ALB = 25 # Caesar's Legion
    				AST = 25 # Under-Nation
    				BEN = 25 # Beastlords
    				CSA = 25 # Manitou Tribe
    				IRQ = 25 # Vipers
    				NOR = 25 # The Huns
    				SOV = 25 # Mutant Army
    				POL = 20 # Broken Hills
    				POR = 20 # Reservation
    				TUR = 20 # Necropolis
    				HON = 20 # Mexican Raiders
    				AZB = 15 # Dark Cathedral
    				}
    			land_fort = yes
    			max_land_level = 3
    			fort_borders = { AFG AUS CZE TEX } 
    			fort_provs = { 715 716 }
    			# Borders with specific countries
    			country_priorities = {
    				U00 = 50 # Barbarians. What is this, anyway?
    				TEX = 50 # New Church
    				SOV = 25 # Mutant Army. Was 75, divided it by a third.
    				CZE = 20 # Spiders
    				HON = 20 # Mexican Raiders. Was 40.
    				AFG = 15 # Kansas Free State
    				CSA = 15 # Manitou Tribes. Was 30.
    			}
    
    
    		BLR_2251.ai
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				TEX = 3.0 # New Church
    				AFG = 2.0 # Kansas Free State
    				CZE = 2.0 # Spiders
    			}
    			neutrality = 50.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 35
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				TEX = 45 # New Church
    				CZE = 40 # Spiders
    				AFG = 35 # Kansas Free State
    				AUS = 35 # Zombie Apocalypse
    				ARG = 30 # Harlequins
    				ALB = 30 # Caesar's Legion
    				AST = 30 # Under-Nation
    				BEN = 30 # Beastlords
    				CSA = 30 # Manitou Tribe
    				IRQ = 30 # Vipers
    				NOR = 30 # The Huns
    				SOV = 30 # Mutant Army
    				POL = 25 # Broken Hills
    				POR = 25 # Reservation
    				TUR = 25 # Necropolis
    				HON = 25 # Mexican Raiders
    				AZB = 20 # Dark Cathedral
    				}	
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { AFG ALB ARG AST AUS BEN CSA CZE IRQ NOR SOV TEX } 
    			fort_provs = { 715 716 }
    			# Borders with specific countries
    			country_priorities = {
    				U00 = 50 # Barbarians. What is this, anyway?
    				TEX = 50 # New Church
    				ALB = 25 # Caesar's Legion
    				SOV = 25 # Mutant Army. Was 75, divided it by a third.
    				CZE = 20 # Spiders
    				HON = 20 # Mexican Raiders. Was 40.
    				AFG = 15 # Kansas Free State
    				ARG = 15 # Harlequins
    				CSA = 15 # Manitou Tribes. Was 30.
    			}
    
    		BLR_2253.ai
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				TEX = 3.0 # New Church
    				AFG = 2.0 # Kansas Free State
    				ALB = 2.0 # Caesar's Legion
    				CZE = 2.0 # Spiders
    			}
    			neutrality = 45.000
    			upgrading 	= 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 40
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = {
    				TEX = 50 # New Church
    				CZE = 45 # Spiders
    				AFG = 40 # Kansas Free State
    				AUS = 40 # Zombie Apocalypse
    				ARG = 35 # Harlequins
    				ALB = 35 # Caesar's Legion
    				AST = 35 # Under-Nation
    				BEN = 35 # Beastlords
    				CSA = 35 # Manitou Tribe
    				IRQ = 35 # Vipers
    				NOR = 35 # The Huns
    				SOV = 35 # Mutant Army
    				POL = 30 # Broken Hills
    				POR = 30 # Reservation
    				TUR = 30 # Necropolis
    				HON = 30 # Mexican Raiders
    				AZB = 25 # Dark Cathedral
    				}	
    			land_fort = yes
    			max_land_level = 7
    			fort_borders = { AFG ALB ARG AST AUS BEN CSA CZE HON IRQ NOR POR SOV TEX TUR }  
    			fort_provs = { 715 716 }
    				#### Divisions etc...
    				infantry 			= 25
    				cavalry 			= 0
    				motorized 			= 15
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 5
    				marine 				= 10
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 15
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 7
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 3
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 %
    
    			# Borders with specific countries
    				country_priorities = {
    					U00 = 50 # Barbarians. What is this, anyway?
    					TEX = 50 # New Church
    					ALB = 25 # Caesar's Legion
    					SOV = 25 # Mutant Army. Was 75, divided it by a third.
    					CZE = 20 # Spiders
    					HON = 20 # Mexican Raiders. Was 40.
    					AFG = 15 # Kansas Free State
    					ARG = 15 # Harlequins
    					CSA = 15 # Manitou Tribes. Was 30.
    				}
    
    
    
    		BLR_2255.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				CAL = 3.0 # New California Republic
    				ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    				ALB = 2.0 # Caesar's Legion
    				JAP = 2.0 # Robot Nation
    				BHU = 1.5 # White Legs Tribe
    				HON = 1.5 # Mexican Raiders
    				IRQ = 1.5 # Vipers
    				TEX = 1.5 # New Church
    			}
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				TEX = 3.0 # New Church
    				USA = 3.0 # The States
    				AFG = 2.0 # Kansas Free State
    				ALB = 2.0 # Caesar's Legion
    				CZE = 2.0 # Spiders
    			}
    			neutrality = 40.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 45
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				TEX = 55 # New Church
    				CZE = 50 # Spiders
    				AFG = 45 # Kansas Free State
    				AUS = 45 # Zombie Apocalypse
    				ARG = 40 # Harlequins
    				ALB = 40 # Caesar's Legion
    				AST = 40 # Under-Nation
    				BEN = 40 # Beastlords
    				CSA = 40 # Manitou Tribe
    				IRQ = 40 # Vipers
    				NOR = 40 # The Huns
    				SOV = 40 # Mutant Army
    				POL = 35 # Broken Hills
    				POR = 35 # Reservation
    				TUR = 35 # Necropolis
    				HON = 35 # Mexican Raiders
    				AZB = 30 # Dark Cathedral
    				}	
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ALB ARG AST AUS AZB BEN CSA CZE HON IRQ NOR POR SOV TEX TUR }   
    			fort_provs = { 715 716 }
    				#### Divisions etc...
    				infantry 			= 25
    				cavalry 			= 0
    				motorized 			= 15
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 5
    				marine 				= 10
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 15
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 7
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 3
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 %
    
    			# Borders with specific countries
    				country_priorities = {
    					U00 = 50 # Barbarians. What is this, anyway?
    					TEX = 50 # New Church
    					ALB = 25 # Caesar's Legion
    					SOV = 25 # Mutant Army. Was 75, divided it by a third.
    					CZE = 20 # Spiders
    					HON = 20 # Mexican Raiders. Was 40.
    					AFG = 15 # Kansas Free State
    					ARG = 15 # Harlequins
    					CSA = 15 # Manitou Tribes. Was 30.
    				} 
    
    
    
    
    	BOS/Commonwealth:
    		- Will use offensive supply
    		- Not many changes for now, this one is very much Arcangelus' baby
    		BOS_.ai
    			use_offensive_supply = yes
    
    
    	BRA/Reservation:	
    		- Now actually has nations in their combat settings.
    		- Will attack pretty much any nation not defined as their friends, due to their ideology of Ghoul racial supremacy.
    		- Will now actually build forts.
    			- In fact, it will build lots of forts. The Reservation in Van Buren was pretty fortified and heavily paranoid, if there's a nation in FODD that should fortify the out of everything and against any possible rivals, its the Reservation. It will even fortify in the border of nations it means to befriend.
    		- Will now build air bases and AA.
    		- Will use offensive supply.
    		- Will now be a bit more aggressive with time and acquire more targets, but not much.
    		- Starts building lots of garrisons, but will build less garrisons every two years. This is a change from building 40% of its forces in garrisons.
    		- Will try to befriend Kurtz due to being a fellow Ghoul, after all.
    		- Fixed a small mistake in the troop production percentages.
    		- Will build more air units, especially Propellor Fighters, but also Bombers.
    		- Will now build a few Motorized Raiders and Scout units, to add some more variety.
    		- Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    
    		BRA_2245.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				ALB = 2.0 # Caesar's Legion
    				JAP = 2.0 # Robot Nation
    				IRQ = 1.5 # Vipers
    				TEX = 1.5 # New Church
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = { 
    				ALB = 5 # Caesar's Legion
    				IRQ = 5 # Vipers
    				JAP = 5 # Robot Nation
    				TEX = 5 # New Church	
    				}
    			befriend = {
    				AFG = 25 # Kansas Free State
    				BEN = 10 # Beastlords.
    				POL = 25 # Broken Hills
    				POR = 25 # Gecko
    				TUR = 25 # Necropolis
    				}
    			land_fort = yes
    			max_land_level = 2
    			fort_borders = { AFG ALB BEN IRQ JAP POL POR TEX TUR }
    			fort_provs = { 6182 }
    
    			# Borders with specific countries
    			country_priorities = { 
    				ALB = 20 # Caesar's Legion
    				JAP = 20 # Robot Nation
    				IRQ = 15 # Vipers
    				TEX = 15 # New Church
    			}
    
    		BRA_2247.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				ALB = 2.0 # Caesar's Legion
    				JAP = 2.0 # Robot Nation
    				IRQ = 1.5 # Vipers
    				TEX = 1.5 # New Church
    			}
    			neutrality = 80.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 0
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = { 
    				ALB = 10 # Caesar's Legion
    				IRQ = 10 # Vipers
    				JAP = 10 # Robot Nation
    				TEX = 10 # New Church
    				BHU = 5  # White Legs Tribe
    				GER = 5  # Vault City
    				HON = 5  # Mexican Raiders
    				JOR = 5  # Vault 10
    				MOR = 5  # New Canaan
    				NOR = 4  # The Huns
    				}
    			land_fort = yes
    			max_land_level = 4
    			fort_borders = { AFG ALB AST BEN BHU GER HON IRQ JAP JOR MOR NOR POL POR TEX TUR }
    			fort_provs = { 6182 }
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 60
    				motorized 			= 0
    				mechanized 			= 0
    				light_armor 		= 0
    				armor 				= 0
    				paratrooper 		= 0
    				marine 				= 0
    				bergsjaeger 		= 0
    				garrison			= 30
    			    hq 					= 5
    				militia 			= 0
    			#				95 %
    
    			# Borders with specific countries
    			country_priorities = { 
    				ALB = 20 # Caesar's Legion
    				JAP = 20 # Robot Nation
    				IRQ = 15 # Vipers
    				TEX = 15 # New Church
    			}
    
    		BRA_2249.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				ALB = 2.0 # Caesar's Legion
    				JAP = 2.0 # Robot Nation
    				IRQ = 1.5 # Vipers
    				TEX = 1.5 # New Church
    			}
    			neutrality = 75.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 5
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = { 
    				ALB = 15 # Caesar's Legion
    				IRQ = 15 # Vipers
    				JAP = 15 # Robot Nation
    				TEX = 15 # New Church
    				BHU = 10 # White Legs Tribe
    				GER = 10 # Vault City
    				HON = 10 # Mexican Raiders
    				JOR = 10 # Vault 10
    				MOR = 10 # New Canaan
    				NOR = 10 # The Huns
    				AST = 5  # Under-Nation
    				FRA = 5  # New Reno
    				ARG = 5  # Harlequins
    				}
    			befriend = {
    				AFG = 25 # Kansas Free State
    				BEN = 10 # Beastlords
    				POL = 25 # Broken Hills
    				POR = 25 # Gecko
    				TUR = 25 # Necropolis
    				ARM = 10 # Kurtz's Camp
    				}
    			AA_batteries = yes
    			max_AA_level = 4
    			AA_provs = { 726 }
    
    			air_base = yes
    			max_air_base = 2
    			air_base_provs = { 6182 }
    
    			land_fort = yes
    			max_land_level = 6
    			fort_borders = { AFG ALB ARG ARM AST BEN BHU FRA GER HON IRQ JAP JOR MOR NOR POL POR TEX TUR }
    			fort_provs = { 6182 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 60
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 0
    				armor 				= 0
    				paratrooper 		= 5
    				marine 				= 0
    				bergsjaeger 		= 0
    				garrison			= 20
    			    hq 					= 5
    				militia 			= 0
    			#				95 %
    
    			# Borders with specific countries
    			country_priorities = { 
    				ALB = 20 # Caesar's Legion
    				JAP = 20 # Robot Nation
    				IRQ = 15 # Vipers
    				TEX = 15 # New Church
    			}
    
    
    
    		BRA_2251.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				ALB = 2.0 # Caesar's Legion
    				JAP = 2.0 # Robot Nation
    				BHU = 1.5 # White Legs Tribe
    				HON = 1.5 # Mexican Raiders
    				IRQ = 1.5 # Vipers
    				TEX = 1.5 # New Church
    			}
    			neutrality = 70.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 10
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = { 
    				ALB = 20 # Caesar's Legion
    				IRQ = 20 # Vipers
    				JAP = 20 # Robot Nation
    				TEX = 20 # New Church
    				BHU = 15 # White Legs Tribe
    				GER = 15 # Vault City
    				HON = 15 # Mexican Raiders
    				JOR = 15 # Vault 10
    				MOR = 15 # New Canaan
    				NOR = 15 # The Huns
    				AST = 10 # Under-Nation
    				FRA = 10 # New Reno
    				ARG = 10 # Harlequins
    				CAL = 5  # New California Republic
    				CHC = 5  # Shi Empire
    				CSA = 5  # Manitou Tribes
    				DEN = 5  # Den
    				HOL = 5  # New Arroyo
    				MEX = 5  # New Republic of Mexico
    				ROM = 5  # Redding
    				SCH = 5  # Pioneer Alliance
    				SOV = 5  # Mutant Army
    				SPA = 5  # Midwestern Brotherhood of Steel
    				SWE = 5  # The Hub
    				}
    			befriend = {
    				AFG = 25 # Kansas Free State
    				BEN = 10 # Beastlords
    				POL = 25 # Broken Hills
    				POR = 25 # Gecko
    				TUR = 25 # Necropolis
    				ARM = 10 # Kurtz's Camp
    				}
    
    			AA_batteries = yes
    			max_AA_level = 6
    			AA_provs = { 726 }
    
    			air_base = yes
    			max_air_base = 4
    			air_base_provs = { 6182 }
    
    			land_fort = yes
    			max_land_level = 8
    			fort_borders = { AFG ALB ARG ARM AST BEN BHU CAL CHC CSA DEN FRA GER HOL HON IRQ JAP JOR MEX MOR NOR POL POR ROM SCH SOV SPA SWE TEX TUR }
    			fort_provs = { 6182 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 60
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 0
    				armor 				= 0
    				paratrooper 		= 5
    				marine 				= 0
    				bergsjaeger 		= 0
    				garrison			= 10
    			    hq 					= 5
    				militia 			= 0
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 10
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 %
    
    			# Borders with specific countries
    			country_priorities = { 
    				ALB = 20 # Caesar's Legion
    				JAP = 20 # Robot Nation
    				BHU = 15 # White Legs Tribe
    				HON = 15 # Mexican Raiders
    				IRQ = 15 # Vipers
    				TEX = 15 # New Church
    			}
    
    
    		BRA_2253.ai 
    			switch = yes # [yes/no]
    			neutrality = 65.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 15
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = { 
    				ALB = 25 # Caesar's Legion
    				IRQ = 25 # Vipers
    				JAP = 25 # Robot Nation
    				TEX = 25 # New Church
    				BHU = 20 # White Legs Tribe
    				GER = 20 # Vault City
    				HON = 20 # Mexican Raiders
    				JOR = 20 # Vault 10
    				MOR = 20 # New Canaan
    				NOR = 20 # The Huns
    				AST = 15 # Under-Nation
    				FRA = 15 # New Reno
    				ARG = 15 # Harlequins
    				CAL = 10  # New California Republic
    				CHC = 10  # Shi Empire
    				CSA = 10  # Manitou Tribes
    				DEN = 10  # Den
    				HOL = 10  # New Arroyo
    				MEX = 10  # New Republic of Mexico
    				ROM = 10  # Redding
    				SCH = 10  # Pioneer Alliance
    				SOV = 10  # Mutant Army
    				SPA = 10  # Midwestern Brotherhood of Steel
    				SWE = 10  # The Hub
    				ANG = 5   # Junkers
    				AZB = 5   # Dark Cathedral
    				BEL = 5   # God-Machine
    				ENG = 5   # Enclave
    				MAD = 5   # Mayan Empire
    				MTN = 5   # Calgary Confederacy
    				PRK = 5   # Polar Station Zeta
    				USA = 5   # The States
    				U53 = 5   # Nuka-Cola Company
    				}
    			befriend = {
    				AFG = 25 # Kansas Free State
    				BEN = 10 # Beastlords
    				POL = 25 # Broken Hills
    				POR = 25 # Gecko
    				TUR = 25 # Necropolis
    				ARM = 10 # Kurtz's Camp
    				}
    
    			AA_batteries = yes
    			max_AA_level = 8
    			AA_provs = { 726 }
    
    			air_base = yes
    			max_air_base = 7
    			air_base_provs = { 6182 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ALB ANG ARG ARM AST AZB BEN BHU BEL CAL CHC CSA DEN ENG FRA GER HOL HON IRQ JAP JOR MAD MEX MOR MTN NOR POL POR PRK ROM SCH SOV SPA SWE TEX TUR U53 USA }
    			fort_provs = { 6182 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 60
    				motorized 			= 10
    				mechanized 			= 0
    				light_armor 		= 0
    				armor 				= 0
    				paratrooper 		= 5
    				marine 				= 0
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 0
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 10
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 %
    
    			# Borders with specific countries
    			country_priorities = { 
    				ALB = 20 # Caesar's Legion
    				JAP = 20 # Robot Nation
    				BHU = 15 # White Legs Tribe
    				HON = 15 # Mexican Raiders
    				IRQ = 15 # Vipers
    				TEX = 15 # New Church
    			}
    
    
    		BRA_2255.ai
    			switch = yes # [yes/no]	
    			neutrality = 60.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 20
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = { 
    				ALB = 30 # Caesar's Legion
    				IRQ = 30 # Vipers
    				JAP = 30 # Robot Nation
    				TEX = 30 # New Church
    				BHU = 25 # White Legs Tribe
    				GER = 25 # Vault City
    				HON = 25 # Mexican Raiders
    				JOR = 25 # Vault 10
    				MOR = 25 # New Canaan
    				NOR = 25 # The Huns
    				AST = 20 # Under-Nation
    				FRA = 20 # New Reno
    				ARG = 20 # Harlequins
    				CAL = 15  # New California Republic
    				CHC = 15  # Shi Empire
    				CSA = 15  # Manitou Tribes
    				DEN = 15  # Den
    				HOL = 15  # New Arroyo
    				MEX = 15  # New Republic of Mexico
    				ROM = 15  # Redding
    				SCH = 15  # Pioneer Alliance
    				SOV = 15  # Mutant Army
    				SPA = 15  # Midwestern Brotherhood of Steel
    				SWE = 15  # The Hub
    				ANG = 10   # Junkers
    				AZB = 10   # Dark Cathedral
    				BEL = 10   # God-Machine
    				ENG = 10   # Enclave
    				MAD = 10   # Mayan Empire
    				MTN = 10   # Calgary Confederacy
    				PRK = 10   # Polar Station Zeta
    				USA = 10   # The States
    				U53 = 10   # Nuka-Cola Company
    
    			befriend = {
    				AFG = 25 # Kansas Free State
    				BEN = 10 # Beastlords
    				POL = 25 # Broken Hills
    				POR = 25 # Gecko
    				TUR = 25 # Necropolis
    				ARM = 10 # Kurtz's Camp
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 726 }
    
    			air_base = yes
    			max_air_base = 10
    			air_base_provs = { 6182 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ALB ANG ARG ARM AST AZB BEN BHU BEL CAL CHC CSA DEN ENG FRA GER HOL HON IRQ JAP JOR MAD MEX MOR MTN NOR POL POR PRK ROM SCH SOV SPA SWE TEX TUR U53 USA }
    			fort_provs = { 6182 }	
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 60
    				motorized 			= 10
    				mechanized 			= 0
    				light_armor 		= 0
    				armor 				= 0
    				paratrooper 		= 5
    				marine 				= 0
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 0
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 10
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 %
    
    			# Borders with specific countries
    			country_priorities = { 
    				CAL = 30 # New California Republic
    				ENG = 30 # Enclave
    				PRK = 30 # Polar Station Zeta
    				USa = 30 # The States
    				ALB = 20 # Caesar's Legion
    				JAP = 20 # Robot Nation
    				BHU = 15 # White Legs Tribe
    				HON = 15 # Mexican Raiders
    				IRQ = 15 # Vipers
    				TEX = 15 # New Church
    			}
    
    
    
    
    	CAL/New California Republic:	
    		- Will now use offensive supply
    		- Fixed fort building, will now actually build forts.
    		- Will build forts in borders with many antagonist countries.
    		- Will actually build Coastal Forts after a while.
    		- Wans't as changed as some nations, because of certain plans.
    		- Decreased priority to fight Mexican Raiders and Vipers by half.
    		- Increased piority to fight Enclave.
    		- Because 2249 is the last year (for now), it will receive End Game-esque priorities (until I make new AI)
    		- Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    
    		CAL_2245.ai
    			max_front_ratios = { 
    				ENG = 2.0 # Enclave
    				ITA = 2.0 # Brotherhood of Steel
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = { 
    				ITA = 30 # Brotherhood of Steel
    				NOR = 20 # The Huns
    				ENG = 15 # Enclave. Was 10.
    				HON = 15 # Mexican Raiders. Was 30.
    				DEN = 10 # Den
    				FRA = 10 # New Reno
    				IRQ = 10 # Vipers. Was 20
    				TUR = 10 # Necropolis
    				ALB = 5  # Caesar's Legion. Was 40
    				BHU = 5  # White Legs
    				WLL = 5  # Wanamingo Dawn
    				}
    
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR } 
    			fort_provs = { 761 762 2708 }
    
    			# Borders with specific countries
    			country_priorities = { 
    				ITA = 30 # Brotherhood of Steel
    				ENG = 30 # Enclave
    				ALB = 15 # Caesar's Legion. Was 20
    				}
    
    
    		CAL_2247.ai
    			max_front_ratios = { 
    				ENG = 2.0 # Enclave
    				ITA = 2.0 # Brotherhood of Steel
    				ALB = 1.5 # Caesar's Legion
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = { 
    				ITA = 35 # Brotherhood of Steel
    				NOR = 25 # The Huns. Was 30.
    				ENG = 20 # Enclave. Was 10.
    				HON = 20 # Mexican Raiders. Was 50.
    				DEN = 15 # Den
    				FRA = 15 # New Reno
    				IRQ = 15 # Vipers. Was 20
    				TUR = 15 # Necropolis. Was 20.
    				ALB = 10 # Caesar's Legion. Was 10.
    				BHU = 10 # White Legs
    				WLL = 10 # Wanamingo Dawn
    				}
    
    			coastal_fort = yes
    			max_coastal_level = 4
    			coastal_fort_provs = { 761 762 766 }
    
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR } 
    			fort_provs = { 761 762 2708 }
    
    			# Borders with specific countries
    			country_priorities = { 
    				ITA = 30 # Brotherhood of Steel
    				ENG = 30 # Enclave
    				ALB = 15 # Caesar's Legion. Was 20
    				}
    
    		CAL_2249.ai
    			max_front_ratios = { 
    				ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    				ALB = 2.0 # Caesar's Legion
    				ITA = 2.0 # Brotherhood of Steel
    				DEN = 1.5 # Den
    				FRA = 1.5 # New Reno
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = { 
    				ITA = 40 # Brotherhood of Steel
    				NOR = 30 # The Huns. Was 30.
    				ENG = 25 # Enclave. Was 10.
    				HON = 25 # Mexican Raiders. Was 50.
    				DEN = 20 # Den
    				FRA = 20 # New Reno
    				IRQ = 20 # Vipers. Was 20
    				TUR = 20 # Necropolis. Was 20.
    				ALB = 15 # Caesar's Legion. Was 10.
    				BHU = 15 # White Legs
    				WLL = 15 # Wanamingo Dawn
    				BRA = 5  # Reservation
    				CZE = 5  # Spiders
    				}
    
    			coastal_fort = yes
    			max_coastal_level = 4
    			coastal_fort_provs = { 761 762 766 }
    
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR } 
    			fort_provs = { 761 762 2708 }
    
    			# Borders with specific countries
    			country_priorities = { 
    				ITA = 30 # Brotherhood of Steel
    				ENG = 30 # Enclave
    				PRK = 30 # Polar Station Zeta
    				USA = 30 # The States
    				ALB = 15 # Caesar's Legion. Was 20
    				}
    
    
    	CAM/Reavers:	
    		- Will now use offensive supply.
    		- Will now be a bit more combative and alliance-prone as the game goes
    		- Will now build land forts properly, both in designated provinces and border of possibly-inimical countries.
    		- Will now build air bases properly.
    		- Will build less garrisons as the game goes on, and start building more bombers and motorized raiders.
    		- Didn't change it as much as I did some AIs (still figuring who it should fight and/or help)
    		- Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    
    		CAM_2245.ai 
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				AUS = 2.0 # Zombie Apocalypse
    				SPA = 2.0 # Midwestern BOS
    				AZB = 1.5 # Dark Cathedral
    			}
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    
    			befriend = {
    				JAP = 30 # Robots
    				AFG = 20 # Kansas Free State
    				BEL = 20 # God Machine
    				BEN = 20 # Beastlords
    				SOV = 20 # Mutant Army
    				SPA = 10 # East BOS
    				} 
    
    			land_fort = yes
    			max_land_level = 3
    			fort_borders = { AUS AZB SPA }   
    			fort_provs = { 6366 } 
    
    			# Borders with specific countries
    			country_priorities = { 
    				AZB = 20 # Dark Cathedral
    				SPA = 20 # Midwestern BOS
    				AUS = 15 # Zombie Apocalypse
    			}
    
    
    		CAM_2247.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				AUS = 2.0 # Zombie Apocalypse
    				SPA = 2.0 # Midwestern BOS
    				AZB = 1.5 # Dark Cathedral
    			}
    			neutrality = 55.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 0
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = { 
    				AUS = 45 # Zombie Apocalypse
    				AZB = 25 # Dark Cathedral
    				SPA = 15 # East BOS
    			 }
    
    			befriend = {
    				JAP = 30 # Robots
    				AFG = 20 # Kansas Free State
    				BEL = 20 # God Machine
    				BEN = 20 # Beastlords
    				SOV = 20 # Mutant Army
    				SPA = 10 # East BOS
    				} 
    
    			AA_batteries = yes
    			max_AA_level = 5
    			AA_provs = { 6366 }
    
    			air_base = yes
    			max_air_base = 5
    			air_base_provs = { 6366 }
    
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { AUS AZB SPA }   
    			fort_provs = { 6366 } 
    
    			# Borders with specific countries
    			country_priorities = { 
    				AZB = 20 # Dark Cathedral
    				SPA = 20 # Midwestern BOS
    				AUS = 15 # Zombie Apocalypse
    			}
    
    		CAM_2249.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				AUS = 2.0 # Zombie Apocalypse
    				SPA = 2.0 # Midwestern BOS
    				AZB = 1.5 # Dark Cathedral
    			}
    			neutrality = 50.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 5
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    
    			combat = { 
    				AUS = 50 # Zombie Apocalypse
    				AZB = 30 # Dark Cathedral
    				SPA = 20 # East BOS
    			 }
    			 befriend = {
    			 	JAP = 30 # Robots
    			 	AFG = 20 # Kansas Free State
    			 	BEL = 20 # God Machine
    			 	BEN = 20 # Beastlords
    			 	SOV = 20 # Mutant Army
    			 	SPA = 10 # Midwestern BOS
    			 	}
    
    			AA_batteries = yes
    			max_AA_level = 5
    			AA_provs = { 6366 }
    			
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { AUS AZB SPA }   
    			fort_provs = { 6366 } 
    
    				#### Divisions etc.
    				infantry 			= 25
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 20
    				marine 				= 15
    				bergsjaeger 		= 0
    				garrison			= 10
    				hq				    = 5
    				militia 			= 0
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 5
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 % 
    
    			# Borders with specific countries
    			country_priorities = { 
    				AZB = 20 # Dark Cathedral
    				SPA = 20 # Midwestern BOS
    				AUS = 15 # Zombie Apocalypse
    			}
    
    		CAM_2251.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				AUS = 2.0 # Zombie Apocalypse
    				SPA = 2.0 # Midwestern BOS
    				AZB = 1.5 # Dark Cathedral
    			}
    			neutrality = 45.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 10
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = { 
    				AUS = 55 # Zombie Apocalypse
    				AZB = 35 # Dark Cathedral
    				SPA = 25 # East BOS
    			 }
    
    			befriend = {
    				JAP = 30 # Robots
    				AFG = 20 # Kansas Free State
    				BEL = 20 # God Machine
    				BEN = 20 # Beastlords
    				SOV = 20 # Mutant Army
    				SPA = 10 # Midwestern BOS
    				} 
    
    			AA_batteries = yes
    			max_AA_level = 7
    			AA_provs = { 6366 }
    			
    			air_base = yes
    			max_air_base = 7
    			air_base_provs = { 6366 }
    
    			land_fort = yes
    			max_land_level = 7
    			fort_borders = { AUS AZB SPA }   
    			fort_provs = { 6366 } 
    
    				#### Divisions etc.
    				infantry 			= 25
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 20
    				marine 				= 15
    				bergsjaeger 		= 0
    				garrison			= 10
    				hq				    = 5
    				militia 			= 0
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 5
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 % 
    
    			# Borders with specific countries
    			country_priorities = { 
    				AZB = 20 # Dark Cathedral
    				SPA = 20 # Midwestern BOS
    				AUS = 15 # Zombie Apocalypse
    			}
    
    		CAM_2253.ai
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				AUS = 2.0 # Zombie Apocalypse
    				SPA = 2.0 # Midwestern BOS
    				AZB = 1.5 # Dark Cathedral
    			}
    			neutrality = 40.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 15
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = { 
    				AUS = 60 # Zombie Apocalypse
    				AZB = 40 # Dark Cathedral
    				SPA = 30 # East BOS
    			}
    
    			befriend = {
    				JAP = 30 # Robots
    				AFG = 20 # Kansas Free State
    				BEL = 20 # God Machine
    				BEN = 20 # Beastlords
    				SOV = 20 # Mutant Army
    				SPA = 10 # Midwestern BOS
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 6366 }
    
    			air_base = yes
    			max_air_base = 10
    			air_base_provs = { 6366 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AUS AZB SPA }   
    			fort_provs = { 6366 } 
    
    				#### Divisions etc.
    				infantry 			= 25
    				cavalry 			= 0
    				motorized 			= 10
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 20
    				marine 				= 15
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq				    = 5
    				militia 			= 0
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 5
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 %
    
    			# Borders with specific countries
    			country_priorities = { 
    				AZB = 20 # Dark Cathedral
    				SPA = 20 # Midwestern BOS
    				AUS = 15 # Zombie Apocalypse
    			}
    
    
    		CAM_2255.ai	
    			switch = yes # [yes/no]
    			max_front_ratios = { 
    				CAL = 3.0 # New California Republic
    				ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    				AUS = 2.0 # Zombie Apocalypse
    				SPA = 2.0 # Midwestern BOS
    				AZB = 1.5 # Dark Cathedral
    			}
    			neutrality = 35.000
    			upgrading = 0.1		# max % of ic used on this slider.
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 20
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = { 
    				AUS = 60 # Zombie Apocalypse
    				AZB = 40 # Dark Cathedral
    				SPA = 30 # East BOS
    			 }
    
    			befriend = {
    				JAP = 30 # Robots
    				AFG = 20 # Kansas Free State
    				BEL = 20 # God Machine
    				BEN = 20 # Beastlords
    				SOV = 20 # Mutant Army
    				SPA = 10 # Midwestern BOS
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 6366 }
    
    			air_base = yes
    			max_air_base = 10
    			air_base_provs = { 6366 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AUS AZB SPA }   
    			fort_provs = { 6366 } 
    
    				#### Divisions etc.
    				infantry 			= 25
    				cavalry 			= 0
    				motorized 			= 10
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 20
    				marine 				= 15
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq				    = 5
    				militia 			= 0
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 5
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				15 %
    
    			# Borders with specific countries
    			country_priorities = { 
    				CAL = 30 # New California Republic
    				ENG = 30 # Enclave
    				PRK = 30 # Polar Station Zeta
    				USA = 30 # The States
    				AZB = 20 # Dark Cathedral
    				SPA = 20 # Midwestern BOS
    				AUS = 15 # Zombie Apocalypse
    			}
    
    
    
    
    	CAN/Royal Canadian Commonwealth
    		- Changed the format to be in-line with the usual AI format.
    		- Will now use offensive supply
    		- Will actually switch AI by year
    		- Will assign extra troops in fronts near certain countries. Will later prioritize the three (four) alliance majors.
    		- Has more enemies than its old AI, but more friends as well.
    		- Will request land controlled by the Commonwealth and Junkers now, not just FUSA
    		- Will use strategic redeployment more.
    		- Will actually build forts properly, not just in certain important provinces but also certain borders.
    		- Will pay more attention the Dark Cathedral as a bordering threat, and a little less to the Mutant Army.
    		- Will maximize AA batteries, air bases, naval bases and forts.
    		- Will produce a few less garrisons and more paratroopers and Irregulars by late game.
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		CAN_2245.ai:
    			switch = yes # [yes/no]
    			max_front_ratio = 1.5
    			max_garrison_prop = 0.4 	# The war-time desired proportion of troops allocated to garrison duty
    			min_garrison_prop = 0.3 	# The war-time minimum proportion of troops allocated to garrison duty
    			max_front_ratios = { 
    			   USA = 3.0 # The States
    			   AZB = 2.0 # Dark Cathedral 
    			} 
    			neutrality = 60.000
    			upgrading = 0.05
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 5
    			desperation = 0.3	#If more than this % of ic is occupied by enemy, panic and build militia hordes.
    			strat_redeploy_threshold = 35
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			exp_force_ratio = 0.75
    			exp_force_ratios = { } 
    			no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } 
    			evac_islands = yes
    
    			land_fort = yes
    			max_land_level = 2
    			fort_borders = { ARA AUS BEL AZB QUE SOV USA }      
    			fort_provs = {
    				588 # Ottawa
    				589 # Toronto
    				574 # Québec City
    				}
    
    			garrison = { 
    				# Borders with specific countries
    				country_priorities = {
    					AZB = 40 # Dark Cathedral
    					ENG = 40 # Enclave
    					USA = 40 # The States
    					SPA = 30 # Midwestern BOS
    					SOV = 30 # Mutant Army
    					NOR = 10 # Huns
    					}
    			}
    
    		CAN_2247.ai:
    			max_front_ratios = { 
    			   USA = 3.0 # The States
    			   AZB = 2.0 # Dark Cathedral 
    			   QUE = 2.0 # Quebec
    			   SOV = 2.0 # Mutant Army
    			   AUS = 1.5 # Zombie Apocalypse
    			}
    			neutrality = 55.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 10
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE NOR QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } 
    			combat = {
    				QUE = 20 # Quebec
    				USA = 20 # The States
    				AUS = 15 # Zombie Apocalypse
    				SOV = 15 # Mutant Army
    				ARA = 10 # Warriors of Ice
    				BEL = 10 # God-Machine
    				AST = 5  # Under-Nation
    				AZB = 5  # Dark Cathedral
    				NOR = 5  # The Huns
    				} 
    
    			befriend = {
    				SPA = 30 # Midwestern Brotherhood of Steel
    				AFG = 20 # Kansas Free State
    				ANG = 20 # Junkers
    				CSA = 20 # Manitou Tribes
    				MTN = 20 # Calgary Confederacy
    				POL = 20 # Broken Hills
    				POR = 20 # Gecko
    				ROM = 20 # Redding
    				SCH = 20 # Pioneer Alliance
    				BOS = 20 # Commonwealth
    				}
    
    			land_fort = yes
    			max_land_level = 4
    			fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }       
    			fort_provs = {
    				588 # Ottawa
    				589 # Toronto
    				574 # Québec City
    				}
    
    			garrison = { 
    				# Borders with specific countries
    				country_priorities = {
    					AZB = 40 # Dark Cathedral
    					ENG = 40 # Enclave
    					USA = 40 # The States
    					SPA = 30 # Midwestern BOS
    					SOV = 30 # Mutant Army
    					NOR = 10 # Huns
    					}	
    
    				
    		CAN_2249.ai:
    			max_front_ratios = { 
    			   USA = 3.0 # The States
    			   AZB = 2.0 # Dark Cathedral 
    			   QUE = 2.0 # Quebec
    			   SOV = 2.0 # Mutant Army
    			   AUS = 1.5 # Zombie Apocalypse
    			}
    			neutrality = 50.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 15
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				QUE = 25 # Quebec
    				USA = 25 # The States
    				AUS = 20 # Zombie Apocalypse
    				SOV = 20 # Mutant Army
    				ARA = 15 # Warriors of Ice
    				BEL = 15 # God-Machine
    				AST = 10 # Under-Nation
    				AZB = 10 # Dark Cathedral
    				NOR = 10 # The Huns
    				} 
    
    			demand_claims = { ANG BOS USA }
    
    			liberate = { ANG BOS }
    
    			land_fort = yes
    			max_land_level = 6
    			fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }       
    			fort_provs = {
    				588 # Ottawa
    				589 # Toronto
    				574 # Québec City
    				}
    
    			garrison = { 
    				# Borders with specific countries
    				country_priorities = {
    					AZB = 40 # Dark Cathedral
    					ENG = 40 # Enclave
    					USA = 40 # The States
    					SPA = 30 # Midwestern BOS
    					SOV = 30 # Mutant Army
    					NOR = 10 # Huns
    					}	
    
    		CAN_2251.ai:
    			max_front_ratios = { 
    			   USA = 3.0 # The States
    			   AZB = 2.0 # Dark Cathedral 
    			   QUE = 2.0 # Quebec
    			   SOV = 2.0 # Mutant Army
    			   AUS = 1.5 # Zombie Apocalypse
    			} 
    			neutrality = 45.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 20
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				QUE = 30 # Quebec
    				USA = 30 # The States
    				AUS = 25 # Zombie Apocalypse
    				SOV = 25 # Mutant Army
    				ARA = 20 # Warriors of Ice
    				BEL = 20 # God-Machine
    				AST = 15 # Under-Nation
    				AZB = 15 # Dark Cathedral
    				NOR = 15 # The Huns
    				} 
    
    
    			demand_claims = { ANG BOS USA }
    
    			liberate = { ANG BOS }
    
    			befriend = {
    				SPA = 30 # Midwestern Brotherhood of Steel
    				AFG = 20 # Kansas Free State
    				ANG = 20 # Junkers
    				CSA = 20 # Manitou Tribes
    				MTN = 20 # Calgary Confederacy
    				POL = 20 # Broken Hills
    				POR = 20 # Gecko
    				ROM = 20 # Redding
    				SCH = 20 # Pioneer Alliance
    				BOS = 20 # Commonwealth
    				}
    
    			AA_batteries = yes
    			max_AA_level = 6
    			AA_provs = {
    				588 # Ottawa
    				589 # Toronto
    				591 # Kingstown
    				1909 # Sherbrooke
    				574 # Québec City
    				2722 # Flint
    				6724 # Grand Rapids
    				616 # Detroit
    				554 # Newfoundland
    				}
    
    			air_base = yes
    			max_air_base = 6
    			air_base_provs = {
    				588 # Ottawa
    				586 # Québec City
    				616 # Detroit
    				576 # Newfoundland
    				}
    
    			naval_base = yes
    			max_naval_base = 6
    			naval_base_provs = {
    				586 # Québec City
    				}
    
    			land_fort = yes
    			max_land_level = 8
    			fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }       
    			fort_provs = {
    				588 # Ottawa
    				589 # Toronto
    				574 # Québec City
    				}
    
    				#### Divisions etc...
    				infantry 			= 28
    				cavalry 			= 5
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 3
    				armor 				= 0
    				paratrooper 		= 10
    				marine 				= 7
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 9
    			#				77 %
    				interceptor 		= 3
    				multi_role 			= 5
    				cas 				= 2
    				strategic_bomber 	= 2
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 2
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				14 %
    
    			garrison = { 
    				# Borders with specific countries
    				country_priorities = {
    					AZB = 40 # Dark Cathedral
    					ENG = 40 # Enclave
    					USA = 40 # The States
    					SPA = 30 # Midwestern BOS
    					SOV = 30 # Mutant Army
    					ARA = 15 # Warriors of Ice
    					BLR = 15 # God-Machine
    					NOR = 10 # Huns
    					}	
    
    
    		CAN_2253.ai:
    			max_front_ratios = { 
    			   USA = 3.0 # The States
    			   AZB = 2.0 # Dark Cathedral 
    			   QUE = 2.0 # Quebec
    			   SOV = 2.0 # Mutant Army
    			   ARA = 1.5 # Warriors of Ice
    			   AST = 1.5 # Under-Nation
    			   AUS = 1.5 # Zombie Apocalypse
    			   BLR = 1.5 # God-Machine
    			} 
    			neutrality = 40.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE ENG NOR QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } 
    
    			combat = {
    				QUE = 35 # Quebec
    				USA = 35 # The States
    				AUS = 30 # Zombie Apocalypse
    				SOV = 30 # Mutant Army
    				ARA = 25 # Warriors of Ice
    				BEL = 25 # God-Machine
    				AST = 20 # Under-Nation
    				AZB = 20 # Dark Cathedral
    				NOR = 20 # The Huns
    				ENG = 5  # Enclave
    				} 
    
    			befriend = {
    				SPA = 30 # Midwestern Brotherhood of Steel
    				AFG = 20 # Kansas Free State
    				ANG = 20 # Junkers
    				BOS = 20 # Commonwealth
    				CAL = 20 # New California Republic
    				CSA = 20 # Manitou Tribes
    				MTN = 20 # Calgary Confederacy
    				POL = 20 # Broken Hills
    				POR = 20 # Gecko
    				ROM = 20 # Redding
    				SCH = 20 # Pioneer Alliance
    				}
    
    				#### Divisions etc...
    				infantry 			= 28
    				cavalry 			= 5
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 3
    				armor 				= 0
    				paratrooper 		= 10
    				marine 				= 7
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 9
    			#				77 %
    				interceptor 		= 3
    				multi_role 			= 5
    				cas 				= 2
    				strategic_bomber 	= 2
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 2
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				14 %
    
    			AA_batteries = yes
    			max_AA_level = 8
    			AA_provs = {
    				588 # Ottawa
    				589 # Toronto
    				591 # Kingstown
    				1909 # Sherbrooke
    				574 # Québec City
    				2722 # Flint
    				6724 # Grand Rapids
    				616 # Detroit
    				554 # Newfoundland
    				}
    
    			air_base = yes
    			max_air_base = 8
    			air_base_provs = {
    				588 # Ottawa
    				586 # Québec City
    				616 # Detroit
    				576 # Newfoundland
    				}
    
    			naval_base = yes
    			max_naval_base = 8
    			naval_base_provs = {
    				586 # Québec City
    				}
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { ARA AST AUS AZB BEL ENG NOR QUE SOV USA }       
    			fort_provs = {
    				588 # Ottawa
    				589 # Toronto
    				574 # Québec City
    				}
    
    				#### Divisions etc...
    				infantry 			= 28
    				cavalry 			= 5
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 3
    				armor 				= 0
    				paratrooper 		= 10
    				marine 				= 7
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 9
    			#				77 %
    				interceptor 		= 3
    				multi_role 			= 5
    				cas 				= 2
    				strategic_bomber 	= 2
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 2
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				14 %
    
    			garrison = { 
    				# Borders with specific countries
    				country_priorities = {
    					AZB = 40 # Dark Cathedral
    					ENG = 40 # Enclave
    					USA = 40 # The States
    					SPA = 30 # Midwestern BOS
    					SOV = 30 # Mutant Army
    					ARA = 15 # Warriors of Ice
    					BLR = 15 # God-Machine
    					AST = 10 # Under-Nation
    					NOR = 10 # Huns
    					}
    				}
    
    		CAN_2255.ai:
    			max_front_ratios = { 
    			   CAL = 3.0 # New California Republic (NCR)
    			   ENG = 3.0 # Enclave
    			   PRK = 3.0 # Polar Station Zeta
    			   USA = 3.0 # The States
    			   AZB = 2.0 # Dark Cathedral 
    			   QUE = 2.0 # Quebec
    			   SOV = 2.0 # Mutant Army
    			   ARA = 1.5 # Warriors of Ice
    			   AST = 1.5 # Under-Nation
    			   AUS = 1.5 # Zombie Apocalypse
    			   BLR = 1.5 # God-Machine
    			   NOR = 1.5 # Huns
    			}  
    			neutrality = 35.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 30
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    
    			combat = {
    				QUE = 40 # Quebec
    				USA = 40 # The States
    				AUS = 35 # Zombie Apocalypse
    				SOV = 35 # Mutant Army
    				ARA = 30 # Warriors of Ice
    				BEL = 30 # God-Machine
    				AST = 25 # Under-Nation
    				AZB = 25 # Dark Cathedral
    				NOR = 25 # The Huns
    				ENG = 10 # Enclave
    				BHU = 5  # White Legs Tribe 
    				CZE = 5  # Spiders
    				ALG = 5  # Darien Tribes
    				} 
    
    			befriend = {
    				SPA = 30 # Midwestern Brotherhood of Steel
    				AFG = 20 # Kansas Free State
    				ANG = 20 # Junkers
    				BOS = 20 # Commonwealth
    				CAL = 20 # New California Republic
    				CSA = 20 # Manitou Tribes
    				MTN = 20 # Calgary Confederacy
    				POL = 20 # Broken Hills
    				POR = 20 # Gecko
    				ROM = 20 # Redding
    				SCH = 20 # Pioneer Alliance
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = {
    				588 # Ottawa
    				589 # Toronto
    				591 # Kingstown
    				1909 # Sherbrooke
    				574 # Québec City
    				2722 # Flint
    				6724 # Grand Rapids
    				616 # Detroit
    				554 # Newfoundland
    				}
    
    			air_base = yes
    			max_air_base = 10
    			air_base_provs = {
    				588 # Ottawa
    				586 # Québec City
    				616 # Detroit
    				576 # Newfoundland
    				}
    
    			naval_base = yes
    			max_naval_base = 10
    			naval_base_provs = {
    				586 # Québec City
    				}
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { ALG ARA AST AUS AZB BEL BHU CZE ENG NOR QUE SOV USA }       
    			fort_provs = {
    				588 # Ottawa
    				589 # Toronto
    				574 # Québec City
    				}
    
    				#### Divisions etc...
    				infantry 			= 28
    				cavalry 			= 5
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 3
    				armor 				= 0
    				paratrooper 		= 10
    				marine 				= 7
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 9
    			#				77 %
    				interceptor 		= 3
    				multi_role 			= 5
    				cas 				= 2
    				strategic_bomber 	= 2
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 2
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				14 %
    
    			garrison = { 
    				# Borders with specific countries
    				country_priorities = {
    					AZB = 40 # Dark Cathedral
    					CAL = 40 # New California Republic
    					ENG = 40 # Enclave
    					PRK = 40 # Polar Station Zeta
    					USA = 40 # The States
    					SPA = 30 # Midwestern BOS
    					SOV = 30 # Mutant Army
    					ARA = 15 # Warriors of Ice
    					BLR = 15 # God-Machine
    					AST = 10 # Under-Nation
    					NOR = 10 # Huns
    				}
    
    	CHC/Shi Empire:
    		- No longer has early settings to fight Huns, Mexican Raiders and Vipers early on.
    		- Will use offensive resupply.
    		- Has extra settings.
    		- Some reorganization.
    		- Will now switch AI with the year.
    		- Will now build AA batteries more gradually in level, and will build them during peacetime.
    		- The Shi Empire will build forts properly now.
    			- They will also now build forts near borders of nations. Which ones? All of them, every single one - the Shi tend towards isolationism. They don't consider you an enemy, they just prepare in case you decide to be one.
    		- Will become more aggressive with time.
    		- Will fight less nations earlier on, but acquire a few extra foes later
    		- Will build IC in more provinces now.
    		- Will have a few more friends.
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Will now account for the Wanamingo Dawn's existance.
    		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
    		CHC_2245.ai
    			switch = yes # [yes/no]
    			max_front_ratio = 1.2
    			max_garrison_prop = 0.30
    			min_garrison_prop = 0.20
    			max_front_ratios = { 
    			   ENG = 2.0 # Enclave
    			   U30 = 2.0 # Navarro Base
    			} 
    			neutrality = 10.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 5
    			strat_redeploy_threshold = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    
    			befriend = {
    				HOL = 60 # New Arroyo
    				SWE = 50 # The Hub
    				CAL = 40 # New California Republic
    				POR = 40 # Gecko
    				ROM = 40 # Redding
    				POL = 30 # Broken Hills
    				GER = 20 # Vault City
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				}
    
    			AA_batteries = yes
    			max_AA_level = 2
    			AA_provs = { 765 }
    
    			coastal_fort = yes
    			max_coastal_level = 2
    			coastal_fort_provs = { 765 }
    
    			air_base = yes
    			max_air_base = 2
    			air_base_provs = { 765 }
    
    			naval_base = yes
    			max_naval_base = 2
    			naval_base_provs = { 765 }
    
    			land_fort = yes
    			max_land_level = 2
    			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
    			fort_provs = { 765 2724 6128 }
    
    			ic_at_war = yes
    			force_ic_until = 2253
    			ic_end_year = 2274
    			IC_provs = { 765 2724 6128 }
    			}
    
    			# Borders with specific countries
    			country_priorities = {
    				ENG = 50 # Enclave
    				DEN = 20 # Den
    				FRA = 20 # New Reno
    				U30 = 20 # Navarro Base
    				ITA = 10 # Brotherhood of Steel
    				CAL = 10 # NCR
    				}
    
    
    		CHC_2247.ai:
    			max_front_ratios = { 
    			   ENG = 2.0 # Enclave
    			   U30 = 2.0 # Navarro Base
    			   DEN = 1.5 # Den
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 10
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = {
    				ENG = 55 # Enclave
    				U30 = 55 # Navarro Base
    				DEN = 15 # Den
    				}
    
    			befriend = {
    				HOL = 60 # New Arroyo
    				SWE = 50 # The Hub
    				CAL = 40 # New California Republic
    				POR = 40 # Gecko
    				ROM = 40 # Redding
    				POL = 30 # Broken Hills
    				GER = 20 # Vault City
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				}	
    
    			AA_batteries = yes
    			max_AA_level = 4
    			AA_provs = { 765 }
    
    			coastal_fort = yes
    			max_coastal_level = 4
    			coastal_fort_provs = { 765 }
    
    			radar_station = yes
    			max_radar = 4
    			radar_provs = { 765 }
    
    			air_base = yes
    			max_air_base = 4
    			air_base_provs = { 765 }
    
    			naval_base = yes
    			max_naval_base = 4
    			naval_base_provs = { 765 }
    
    			land_fort = yes
    			max_land_level = 4
    			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
    			fort_provs = { 765 2724 6128 }
    
    			ic_at_war = yes
    			force_ic_until = 2253
    			ic_end_year = 2274
    			IC_provs = { 765 2724 6128 }
    			}
    
    			# Borders with specific countries
    			country_priorities = {
    				ENG = 50 # Enclave
    				DEN = 20 # Den
    				FRA = 20 # New Reno
    				U30 = 20 # Navarro Base
    				ITA = 10 # Brotherhood of Steel
    				CAL = 10 # NCR
    				}
    
    		CHC_2249.ai:
    			max_front_ratios = { 
    			   ENG = 2.0 # Enclave
    			   U30 = 2.0 # Navarro Base
    			   DEN = 1.5 # Den
    			   WLL = 1.5 # Wanamingo Dawn
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 15
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				ENG = 60 # Enclave
    				U30 = 60 # Navarro Base
    				DEN = 20 # Den
    				WLL = 5  # Wanamingo Dawn
    				}
    
    			befriend = {
    				HOL = 60 # New Arroyo
    				SWE = 50 # The Hub
    				CAL = 40 # New California Republic
    				POR = 40 # Gecko
    				ROM = 40 # Redding
    				POL = 30 # Broken Hills
    				GER = 20 # Vault City
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				}
    
    			AA_batteries = yes
    			max_AA_level = 6
    			AA_provs = { 765 }
    
    			coastal_fort = yes
    			max_coastal_level = 6
    			coastal_fort_provs = { 765 }
    
    			radar_station = yes
    			max_radar = 6
    			radar_provs = { 765 }
    
    			air_base = yes
    			max_air_base = 6
    			air_base_provs = { 765 }
    
    			naval_base = yes
    			max_naval_base = 6
    			naval_base_provs = { 765 }
    
    			land_fort = yes
    			max_land_level = 6
    			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
    			fort_provs = { 765 2724 6128 }
    
    			ic_at_war = yes
    			force_ic_until = 2253
    			ic_end_year = 2274
    			IC_provs = { 765 2724 6128 }
    			}
    
    			# Borders with specific countries
    			country_priorities = {
    				ENG = 50 # Enclave
    				DEN = 20 # Den
    				FRA = 20 # New Reno
    				U30 = 20 # Navarro Base
    				ITA = 10 # Brotherhood of Steel
    				CAL = 10 # NCR
    				WLL = 10 # Wanamingo Dawn
    				}
    
    
    
    		CHC_2251.ai:
    			max_front_ratios = { 
    			   ENG = 3.0 # Enclave
    			   U30 = 2.0 # Navarro Base
    			   DEN = 1.5 # Den
    			   WLL = 1.5 # Wanamingo Dawn
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 20
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				ENG = 65 # Enclave
    				U30 = 65 # Navarro Base
    				DEN = 25 # Den
    				WLL = 10  # Wanamingo Dawn
    				}
    
    			AA_batteries = yes
    			max_AA_level = 8
    			AA_provs = { 765 }
    
    			coastal_fort = yes
    			max_coastal_level = 8
    			coastal_fort_provs = { 765 }
    
    			radar_station = yes
    			max_radar = 8
    			radar_provs = { 765 }
    
    			air_base = yes
    			max_air_base = 8
    			air_base_provs = { 765 }
    
    			naval_base = yes
    			max_naval_base = 8
    			naval_base_provs = { 765 }
    
    			land_fort = yes
    			max_land_level = 8
    			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
    			fort_provs = { 765 2724 6128 }
    
    			ic_at_war = yes
    			force_ic_until = 2253
    			ic_end_year = 2274
    			IC_provs = { 765 2724 6128 }
    			}
    
    			# Borders with specific countries
    			country_priorities = {
    				ENG = 50 # Enclave
    				DEN = 20 # Den
    				FRA = 20 # New Reno
    				U30 = 20 # Navarro Base
    				ITA = 10 # Brotherhood of Steel
    				CAL = 10 # NCR
    				WLL = 10 # Wanamingo Dawn
    				}
    
    		CHC_2253.ai:
    			max_front_ratios = { 
    			   ENG = 3.0 # Enclave
    			   U30 = 2.0 # Navarro Base
    			   DEN = 1.5 # Den
    			   WLL = 1.5 # Wanamingo Dawn
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 20
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = {
    				ENG = 65 # Enclave
    				U30 = 65 # Navarro Base
    				DEN = 25 # Den
    				WLL = 10 # Wanamingo Dawn
    				HON = 5  # Mexican Raiders
    				IRQ = 5  # Vipers
    				NOR = 5  # The Huns
    				}
    
    			befriend = {
    				HOL = 60 # New Arroyo
    				SWE = 50 # The Hub
    				CAL = 40 # New California Republic
    				POR = 40 # Gecko
    				ROM = 40 # Redding
    				POL = 30 # Broken Hills
    				GER = 20 # Vault City
    				ITA = 20 # Brotherhood of Steel
    				MTN = 20 # Calgary Confederacy
    				SCH = 20 # Pioneer Alliance
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 765 }
    
    			coastal_fort = yes
    			max_coastal_level = 10
    			coastal_fort_provs = { 765 }
    
    			radar_station = yes
    			max_radar = 10
    			radar_provs = { 765 }
    
    			air_base = yes
    			max_air_base = 10
    			air_base_provs = { 765 }
    
    			naval_base = yes
    			max_naval_base = 10
    			naval_base_provs = { 765 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
    			fort_provs = { 765 2724 6128 }
    
    			ic_at_war = yes
    			force_ic_until = 2253
    			ic_end_year = 2274
    			IC_provs = { 765 2724 6128 }
    
    			# Borders with specific countries
    			country_priorities = {
    				ENG = 50 # Enclave
    				DEN = 20 # Den
    				FRA = 20 # New Reno
    				U30 = 20 # Navarro Base
    				ITA = 10 # Brotherhood of Steel
    				CAL = 10 # NCR
    				WLL = 10 # Wanamingo Dawn
    				}
    
    		CHC_2255.ai:
    			max_front_ratios = { 
    			   CAL = 3.0 # New California Republic	
    			   ENG = 3.0 # Enclave
    			   PRK = 3.0 # Polar Station Zeta
    			   USa = 3.0 # The States
    			   U30 = 2.0 # Navarro Base
    			   DEN = 1.5 # Den
    			   WLL = 1.5 # Wanamingo Dawn
    			} 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				ENG = 70 # Enclave
    				U30 = 70 # Navarro Base
    				DEN = 30 # Den
    				WLL = 15 # Wanamingo Dawn
    				HON = 10 # Mexican Raiders
    				IRQ = 10 # Vipers
    				NOR = 10 # The Huns
    				ALB = 5  # Caesar's Legion
    				AUS = 5  # Zombie Apocalypse
    				BHU = 5  # White Legs Tribe
    				CZE = 5  # Spdiers
    				}
    
    			befriend = {
    				HOL = 60 # New Arroyo
    				SWE = 50 # The Hub
    				CAL = 40 # New California Republic
    				POR = 40 # Gecko
    				ROM = 40 # Redding
    				POL = 30 # Broken Hills
    				GER = 20 # Vault City
    				ITA = 20 # Brotherhood of Steel
    				MTN = 20 # Calgary Confederacy
    				SCH = 20 # Pioneer Alliance
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 765 }
    
    			coastal_fort = yes
    			max_coastal_level = 10
    			coastal_fort_provs = { 765 }
    
    			radar_station = yes
    			max_radar = 10
    			radar_provs = { 765 }
    
    			air_base = yes
    			max_air_base = 10
    			air_base_provs = { 765 }
    
    			naval_base = yes
    			max_naval_base = 10
    			naval_base_provs = { 765 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
    			fort_provs = { 765 2724 6128 }
    
    			ic_at_war = yes
    			force_ic_until = 2253
    			ic_end_year = 2274
    			IC_provs = { 765 2724 6128 }
    
    			# Borders with specific countries
    			country_priorities = {
    				ENG = 50 # Enclave
    				CAL = 30 # New California Republic
    				PRK = 30 # Polar Station Zeta
    				USA = 30 # The States
    				DEN = 20 # Den
    				FRA = 20 # New Reno
    				U30 = 20 # Navarro Base
    				ITA = 10 # Brotherhood of Steel
    				WLL = 10 # Wanamingo Dawn
    				}
    
    
    
    
    	CSA/Manitou Tribes:
    		- Will now switch AI files according to the year
    		- Will now place more troops on fronts against the Spiders and later on, the New Church and Dark Cathedral.
    		- Will become more aggressive and less neutral over the time.
    		- Will use offensive supply now.
    		- Decreased starting combat values by half.
    		- Will build province buildings more gradually and in more provinces than before
    		- Will not build forts (for now) because that's the original design (might change in the future tho)
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
    				
    		CSA_2245.ai 
    			switch = yes # [yes/no]
    			max_front_ratio = 1.2
    			max_garrison_prop = 0.30
    			min_garrison_prop = 0.20
    			max_front_ratios = {
    				CZE = 2.0 # Spiders
    			} 
    			neutrality = 60.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 5
    			strat_redeploy_threshold = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			exp_force_ratio = 0.50
    			exp_force_ratios = { }
    			no_exp_forces_to = { NOR HON IRQ SOV TEX ALB ALG ARA ARM AUS CZE BLR ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U53 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 }
    
    			combat = {
    				BLR = 20 # Texas Reformed
    				TEX = 20 # New Church
    				CZE = 15 # Spiders
    				U53 = 10 # Nuka Cola
    				AZB = 5  # Dark Cathedral
    				}
    
    			befriend = {
    				ARG = 30 # Harlequins
    				AFG = 20 # Kansas Free Starte
    				BEN = 10 # Beastlords
    				}
    
    			AA_batteries = yes
    			max_AA_level = 2
    			AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
    			ic_at_war = no
    			force_ic_until = 2245
    			ic_end_year = 2255
    			IC_provs = { 678 676 677 2692 6274 6320 6430 }
    			
    			# Borders with specific countries
    			country_priorities = {
    				CZE = 30 # Spiders
    				TEX = 20 # New Church
    				AZB = 10 # Dark Cathedral
    			}
    
    
    		CSA_2247.ai: 
    			max_front_ratios = {
    				AZB = 2.0 # Dark Cathedral
    				CZE = 2.0 # Spiders
    				TEX = 2.0 # New Church
    				BLR = 1.5 # Texas Reformed
    			}  
    			neutrality = 55.000
    			war = 10
    			combat = {
    				BLR = 25 # Texas Reformed
    				TEX = 25 # New Church
    				CZE = 20 # Spiders
    				U53 = 15 # Nuka Cola
    				AZB = 10 # Dark Cathedral
    				}
    
    			befriend = {
    				ARG = 30 # Harlequins
    				AFG = 20 # Kansas Free Starte
    				BEN = 10 # Beastlords
    				}
    
    			AA_batteries = yes
    			max_AA_level = 4
    			AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
    			naval_base = yes
    			max_naval_base = 4
    			naval_base_provs = { 2692 }
    
    			# Borders with specific countries
    			country_priorities = {
    				CZE = 30 # Spiders
    				TEX = 20 # New Church
    				BLR = 15 # Texas Reformed
    				AZB = 10 # Dark Cathedral
    			}
    
    
    		CSA_2249.ai: 	
    			switch = yes # [yes/no]
    			max_front_ratios = {
    				AZB = 2.0 # Dark Cathedral
    				CZE = 2.0 # Spiders
    				TEX = 2.0 # New Church
    				BLR = 1.5 # Texas Reformed
    				U53 = 1.5 # Nuka Cola Company
    			} 
    			neutrality = 50.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 15
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    			combat = {
    				BLR = 30 # Texas Reformed
    				TEX = 30 # New Church
    				CZE = 25 # Spiders
    				U53 = 20 # Nuka Cola
    				AZB = 15 # Dark Cathedral
    				}
    
    			AA_batteries = yes
    			max_AA_level = 6
    			AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
    			naval_base = yes
    			max_naval_base = 6
    			naval_base_provs = { 2692 }
    
    			# Borders with specific countries
    			country_priorities = {
    				CZE = 30 # Spiders
    				TEX = 20 # New Church
    				BLR = 15 # Texas Reformed
    				AZB = 10 # Dark Cathedral
    				U53 = 10 # Nuka Cola Company
    			}
    
    		CSA_2251.ai: 
    			max_front_ratios = {
    				AZB = 2.0 # Dark Cathedral
    				CZE = 2.0 # Spiders
    				TEX = 2.0 # New Church
    				BLR = 1.5 # Texas Reformed
    				U53 = 1.5 # Nuka Cola Company
    			} 
    			neutrality = 45.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 20
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				BLR = 36 # Texas Reformed
    				TEX = 36 # New Church
    				CZE = 30 # Spiders
    				U53 = 25 # Nuka Cola
    				AZB = 20 # Dark Cathedral
    				}
    			befriend = {
    				ARG = 30 # Harlequins
    				AFG = 20 # Kansas Free Starte
    				BEN = 10 # Beastlords
    				ANG = 5  # Junkers
    				MAD = 5  # Mayan Empire
    				}
    
    			AA_batteries = yes
    			max_AA_level = 8
    			AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
    			naval_base = yes
    			max_naval_base = 8
    			naval_base_provs = { 2692 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 40
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq					= 10
    				militia 			= 5
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 0
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				5 %
    
    			aircraft 	= 1
    
    			# Borders with specific countries
    			country_priorities = {
    				CZE = 30 # Spiders
    				TEX = 20 # New Church
    				BLR = 15 # Texas Reformed
    				AZB = 10 # Dark Cathedral
    				U53 = 10 # Nuka Cola Company
    			}
    
    		CSA_2253.ai: 
    			max_front_ratios = {
    				AZB = 2.0 # Dark Cathedral
    				CZE = 2.0 # Spiders
    				TEX = 2.0 # New Church
    				BLR = 1.5 # Texas Reformed
    				U53 = 1.5 # Nuka Cola Company
    			} 
    			neutrality = 40.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    			combat = {
    				BLR = 40 # Texas Reformed
    				TEX = 40 # New Church
    				CZE = 35 # Spiders
    				U53 = 30 # Nuka Cola
    				AZB = 25 # Dark Cathedral
    				AUS = 10 # Zombie Apocalypse
    				}
    
    			befriend = {
    				ARG = 30 # Harlequins
    				AFG = 20 # Kansas Free Starte
    				BEN = 10 # Beastlords
    				ANG = 5  # Junkers
    				HOL = 5  # New Arroyo
    				MAD = 5  # Mayan Empire
    				MOR = 5  # New Canaan
    				POR = 5  # Gecko
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
    			naval_base = yes
    			max_naval_base = 10
    			naval_base_provs = { 2692 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 40
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq					= 10
    				militia 			= 5
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 0
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				5 %
    
    			aircraft 	= 1
    
    			# Borders with specific countries
    			country_priorities = {
    				CZE = 30 # Spiders
    				TEX = 20 # New Church
    				BLR = 15 # Texas Reformed
    				AZB = 10 # Dark Cathedral
    				U53 = 10 # Nuka Cola Company
    			}
    
    
    
    		CSA_2255.ai: 
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				ENG = 3.0 # Enclave
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    				AZB = 2.0 # Dark Cathedral
    				CZE = 2.0 # Spiders
    				TEX = 2.0 # New Church
    				BLR = 1.5 # Texas Reformed
    				U53 = 1.5 # Nuka Cola Company
    			}  
    			neutrality = 35.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 30
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				BLR = 45 # Texas Reformed
    				TEX = 45 # New Church
    				CZE = 40 # Spiders
    				U53 = 35 # Nuka Cola
    				AZB = 30 # Dark Cathedral
    				AUS = 15 # Zombie Apocalypse
    				}
    
    			befriend = {
    				ARG = 30 # Harlequins
    				AFG = 20 # Kansas Free Starte
    				BEN = 10 # Beastlords
    				ANG = 5  # Junkers
    				HOL = 5  # New Arroyo
    				MAD = 5  # Mayan Empire
    				MOR = 5  # New Canaan
    				MTN = 5  # Calgary Confederacy
    				POR = 5  # Gecko
    				PRK = 5  # Polar Station Zeta
    				USA = 5  # The States
    				}
    				
    			AA_batteries = yes
    				max_AA_level = 10
    				AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
    			naval_base = yes
    			max_naval_base = 10
    			naval_base_provs = { 2692 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 0
    				motorized 			= 5
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 15
    				marine 				= 40
    				bergsjaeger 		= 0
    				garrison			= 5
    				hq					= 10
    				militia 			= 5
    			#				85 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 0
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				5 %
    
    			aircraft 	= 1
    
    			# Borders with specific countries
    			country_priorities = {
    				CAL = 30 # New California Republic
    				CZE = 30 # Spiders
    				ENG = 30 # Enclave
    				PRK = 30 # Polar Station Zeta
    				USA = 30 # The States
    				TEX = 20 # New Church
    				BLR = 15 # Texas Reformed
    				AZB = 10 # Dark Cathedral
    				U53 = 10 # Nuka Cola Company
    			}
    
    	DEN/Den:
    		- New files, allowing Den to switch to a new ai further into the game: DEN_2249.ai, DEN_2251.ai:, DEN_2253.ai and DEN_2255.ai.
    		- Expanded on certain things.
    		- Den will now properly build forts and AA. It will also build air fields later on.
    		- Will become less neutral (prone to alliances and such) and more warlike as the game goes on, with every file following the same standard the original files did (-10 neutrality and +20 war every two years, respectively)
    		- Will now use offensive supply
    		- Will now research air techs and build a small airforce later on, a mix of prop fighters and bomber zeppelins. Its mainly there to defend on the air against other airforces and punish players without airforces... for now.
    		- Will now make friends with The Enclave
    		- Will now place special priority in defending borders against certain countries.
    		- Added maximum upgrading and reinforcement sliders.
    		- Added max redeploying and max_fuel_offensive, the later increases with the date.
    		- Maximum front ratios set. Will place extra emphasis in late game against the two (three) alliance leader majors.
    
    		DEN_2245.ai 
    			switch = yes # [yes/no]
    			max_front_ratio = 1.2
    			max_garrison_prop = 0.30
    			min_garrison_prop = 0.20
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				GER = 2.0 # Vault City
    			}  
    			neutrality = 75.000
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = -20
    			strat_redeploy_threshold = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			exp_force_ratio = 0.50
    			exp_force_ratios = { }
    
    			combat = {
    				GER = 20 # Vault City
    				CAL = 20 # NCR
    				#ARM = 15 # Kurtz' Camp
    				AST = 10 # The Under-Nation
    				JAP = 10 # Robot Nation
    				SOV = 10 # Mutant Army
    				MEX = 10 # NROM
    				}
    
    			befriend = {
    				ENG = 50 # Enclave
    				FRA = 50 # New Reno
    				SWE = 50 # The Hub
    				HON = 40 # Mexican Raiders
    				NOR = 30 # The Huns
    				ALB = 20 # Caesar's Legion
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				ROM = 20 # Redding
    				CHC = 10 # Shi Empire
    				IRQ = 10 # Vipers
    				TUR = 10 # Necropolis
    				}
    
    			protect = {
    				FRA = 50 # New Reno
    				SWE = 30 # The Hub
    				ROM = 20 # Redding
    				SCH = 20 # Pioneer Alliance
    				TUR = 10 # Necropolis
    				}
    
    			AA_batteries = yes
    			max_AA_level = 2
    			AA_provs = { 767 }
    
    			land_fort = yes
    			max_land_level = 2
    			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL }
    			fort_provs = { 767 }
    
    			# Borders with specific countries
    			country_priorities = {
    				CAL = 20 # New California Republic
    				ENG = 10 # Enclave
    				GER = 10 # Vault City
    				}
    			
    
    		DEN_2247.ai 
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				GER = 2.0 # Vault City
    			}  
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 400
    			combat = {
    				GER = 20 # Vault City
    				CAL = 20 # NCR
    				#ARM = 15 # Kurtz' Camp
    				AST = 10 # The Under-Nation
    				JAP = 10 # Robot Nation
    				SOV = 10 # Mutant Army
    				MEX = 10 # NROM
    				}
    
    			befriend = {
    				ENG = 50 # Enclave
    				FRA = 50 # New Reno
    				SWE = 50 # The Hub
    				HON = 40 # Mexican Raiders
    				NOR = 30 # The Huns
    				ALB = 20 # Caesar's Legion
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				ROM = 20 # Redding
    				CHC = 10 # Shi Empire
    				IRQ = 10 # Vipers
    				TUR = 10 # Necropolis
    				}
    
    			AA_batteries = yes
    			max_AA_level = 4
    			AA_provs = { 767 }
    
    			land_fort = yes
    			max_land_level = 4
    			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
    			fort_provs = { 767 }
    
    			# Borders with specific countries
    			country_priorities = {
    				CAL = 20 # New California Republic
    				ENG = 10 # Enclave
    				GER = 10 # Vault City
    				}
    
    		DEN_2249.ai:
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				GER = 2.0 # Vault City
    			}  
    			neutrality = 55.000 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 20
    			strat_redeploy_threshold = 25
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    
    			combat = {
    				GER = 20 # Vault City
    				CAL = 20 # NCR
    				#ARM = 15 # Kurtz' Camp
    				AST = 10 # The Under-Nation
    				JAP = 10 # Robot Nation
    				SOV = 10 # Mutant Army
    				MEX = 10 # NROM
    				}
    
    			befriend = {
    				ENG = 50 # Enclave
    				FRA = 50 # New Reno
    				SWE = 50 # The Hub
    				HON = 40 # Mexican Raiders
    				NOR = 30 # The Huns
    				ALB = 20 # Caesar's Legion
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				ROM = 20 # Redding
    				CHC = 10 # Shi Empire
    				IRQ = 10 # Vipers
    				TUR = 10 # Necropolis
    				}
    
    			AA_batteries = yes
    			max_AA_level = 6
    			AA_provs = { 767 }
    
    			air_base = yes
    			max_air_base = 3
    			air_base_provs = { 767 }
    
    			land_fort = yes
    			max_land_level = 6
    			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
    			fort_provs = { 767 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 0
    				motorized 			= 10
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 10
    				marine 				= 25
    				bergsjaeger 		= 0
    				garrison			= 10
    			    hq 					= 5
    				militia 			= 30
    			#				95 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 0
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				05 %
    
    			4180 # Prop Aircraftt
    			4190 # Basic Scrap-Plane
    			4200 # Improved Scrap-Plane
    			4210 # New Era Fighter
    			4220 # Proto-aviation
    			4230 # Gliders
    			4240 # Powered Flight
    			4250 # Aircraft Implications
    			4260 # Flight Theory
    			4270 # Flight Tests
    			4280 # Advanced Tests
    			4290 # Wingmen
    			4300 # Cooperation
    			4310 # Large Formation Tactics
    			4320 # Bombing Runs
    			4330 # Veteran Bombers
    			4340 # Bomber Efficiency
    			4350 # Tactics Testing
    			4360 # Task Flexibility
    			4370 # Air Command
    			4380 # Air Combat
    			4390 # Fighter Veterans
    			4400 # Air Supremacy
    			4420 # Air Tech Recovery
    
    			aircraft 	= 2
    
    			# Borders with specific countries
    			country_priorities = {
    				CAL = 20 # New California Republic
    				ENG = 10 # Enclave
    				GER = 10 # Vault City
    				}
    
    		DEN_2251.ai:
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				GER = 2.0 # Vault City
    			}  
    			neutrality = 45.000 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 40
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    
    			combat = {
    				GER = 20 # Vault City
    				CAL = 20 # NCR
    				#ARM = 15 # Kurtz' Camp
    				AST = 10 # The Under-Nation
    				JAP = 10 # Robot Nation
    				SOV = 10 # Mutant Army
    				MEX = 10 # NROM
    				}
    
    			befriend = {
    				ENG = 50 # Enclave
    				FRA = 50 # New Reno
    				SWE = 50 # The Hub
    				HON = 40 # Mexican Raiders
    				NOR = 30 # The Huns
    				ALB = 20 # Caesar's Legion
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				ROM = 20 # Redding
    				CHC = 10 # Shi Empire
    				IRQ = 10 # Vipers
    				TUR = 10 # Necropolis
    				}
    
    			AA_batteries = yes
    			max_AA_level = 8
    			AA_provs = { 767 }
    
    			air_base = yes
    			max_air_base = 8
    			air_base_provs = { 767 }
    
    			air_base = yes
    			max_air_base = 6
    			air_base_provs = { 767 }
    
    			land_fort = yes
    			max_land_level = 8
    			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
    			fort_provs = { 767 }
    
    			# Borders with specific countries
    			country_priorities = {
    				CAL = 20 # New California Republic
    				ENG = 10 # Enclave
    				GER = 10 # Vault City
    				}
    
    
    
    		DEN_2253.ai:
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				GER = 2.0 # Vault City
    			}  
    			neutrality = 35.000 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 60
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    
    			combat = {
    				GER = 20 # Vault City
    				CAL = 20 # NCR
    				#ARM = 15 # Kurtz' Camp
    				AST = 10 # The Under-Nation
    				JAP = 10 # Robot Nation
    				SOV = 10 # Mutant Army
    				MEX = 10 # NROM
    				}
    
    			befriend = {
    				ENG = 50 # Enclave
    				FRA = 50 # New Reno
    				SWE = 50 # The Hub
    				HON = 40 # Mexican Raiders
    				NOR = 30 # The Huns
    				ALB = 20 # Caesar's Legion
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				ROM = 20 # Redding
    				CHC = 10 # Shi Empire
    				IRQ = 10 # Vipers
    				TUR = 10 # Necropolis
    				}
    
    			AA_batteries = yes
    			max_AA_level = 10
    			AA_provs = { 767 }
    
    			air_base = yes
    			max_air_base = 9
    			air_base_provs = { 767 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
    			fort_provs = { 767 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 0
    				motorized 			= 10
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 10
    				marine 				= 25
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 30
    			#				90 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				10 %
    
    			4120 # Zeppelins
    			4130 # Transport Zeppelin
    			4140 # Improved Transport Zeppelin
    			4150 # Zeppelin Bomber
    			4160 # Improved Zeppelin Bomber
    			4170 # Sky Fortress
    			4180 # Prop Aircraftt
    			4190 # Basic Scrap-Plane
    			4200 # Improved Scrap-Plane
    			4210 # New Era Fighter
    			4220 # Proto-aviation
    			4230 # Gliders
    			4240 # Powered Flight
    			4250 # Aircraft Implications
    			4260 # Flight Theory
    			4270 # Flight Tests
    			4280 # Advanced Tests
    			4290 # Wingmen
    			4300 # Cooperation
    			4310 # Large Formation Tactics
    			4320 # Bombing Runs
    			4330 # Veteran Bombers
    			4340 # Bomber Efficiency
    			4350 # Tactics Testing
    			4360 # Task Flexibility
    			4370 # Air Command
    			4380 # Air Combat
    			4390 # Fighter Veterans
    			4400 # Air Supremacy
    			4420 # Air Tech Recovery
    
    			aircraft 	= 2
    
    			# Borders with specific countries
    			country_priorities = {
    				CAL = 20 # New California Republic
    				ENG = 10 # Enclave
    				GER = 10 # Vault City
    				}
    
    		DEN_2255.ai:
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				PRK = 3.0 # Polar Station Zeta
    				USA = 3.0 # The States
    				GER = 2.0 # Vault City
    			}
    			neutrality = 25.000 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			war = 80
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				GER = 20 # Vault City
    				CAL = 20 # NCR
    				#ARM = 15 # Kurtz' Camp
    				AST = 10 # The Under-Nation
    				JAP = 10 # Robot Nation
    				SOV = 10 # Mutant Army
    				MEX = 10 # NROM
    				}
    
    			befriend = {
    				ENG = 50 # Enclave
    				FRA = 50 # New Reno
    				SWE = 50 # The Hub
    				HON = 40 # Mexican Raiders
    				NOR = 30 # The Huns
    				ALB = 20 # Caesar's Legion
    				ITA = 20 # Brotherhood of Steel
    				SCH = 20 # Pioneer Alliance
    				ROM = 20 # Redding
    				CHC = 10 # Shi Empire
    				IRQ = 10 # Vipers
    				TUR = 10 # Necropolis
    				}
    
    			air_base = yes
    			max_air_base = 10
    			air_base_provs = { 767 }
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
    			fort_provs = { 767 }
    
    				#### Divisions etc...
    				infantry 			= 0
    				cavalry 			= 0
    				motorized 			= 10
    				mechanized 			= 0
    				light_armor 		= 5
    				armor 				= 0
    				paratrooper 		= 10
    				marine 				= 25
    				bergsjaeger 		= 0
    				garrison			= 5
    			    hq 					= 5
    				militia 			= 30
    			#				90 %
    				interceptor 		= 0
    				multi_role 			= 5
    				cas 				= 0
    				strategic_bomber 	= 5
    				tactical_bomber 	= 0
    				naval_bomber 		= 0
    				transport_plane 	= 0
    				flying_bomb 		= 0
    				flying_rocket 		= 0
    			#				10 %
    
    			4120 # Zeppelins
    			4130 # Transport Zeppelin
    			4140 # Improved Transport Zeppelin
    			4150 # Zeppelin Bomber
    			4160 # Improved Zeppelin Bomber
    			4170 # Sky Fortress
    			4180 # Prop Aircraftt
    			4190 # Basic Scrap-Plane
    			4200 # Improved Scrap-Plane
    			4210 # New Era Fighter
    			4220 # Proto-aviation
    			4230 # Gliders
    			4240 # Powered Flight
    			4250 # Aircraft Implications
    			4260 # Flight Theory
    			4270 # Flight Tests
    			4280 # Advanced Tests
    			4290 # Wingmen
    			4300 # Cooperation
    			4310 # Large Formation Tactics
    			4320 # Bombing Runs
    			4330 # Veteran Bombers
    			4340 # Bomber Efficiency
    			4350 # Tactics Testing
    			4360 # Task Flexibility
    			4370 # Air Command
    			4380 # Air Combat
    			4390 # Fighter Veterans
    			4400 # Air Supremacy
    			4420 # Air Tech Recovery
    
    			aircraft 	= 2
    
    			# Borders with specific countries
    			country_priorities = {
    				CAL = 30 # New California Republic
    				PRK = 30 # Polar Station Zeta
    				USA = 30 # The States
    				ENG = 10 # Enclave
    				GER = 10 # Vault City
    				}
    
    
    	Enclave/ENG:
    		- Enclave fort building configurations changed: 
    			- Will now actually build forts (was bugged, would have not fortified anything)
    			- Will not build any forts in borders except that of a few majors and important foes at start of game. 
    			- Will only build forts in Alaska after 2247, to prevent it from wasting efforts building forts where the "Alaska United" would build then. Then it will build up on them to create killer fortifications.
    			- Enclave now builds IC in more provinces, instead of merely two, allowing the Enclave to build up more industry faster.
    			- Enclave neutrality will fall with time, going from 40/30/20, changing every two dates.
    			- Will now place special priority in defending borders against certain countries.
    			- Added maximum upgrading and reinforcement sliders.
    			- Will now use offensive supply.
    			- Added max redeploying and max_fuel_offensive, the later increases with the date.
    			- Maximum front ratios set. Will place extra emphasis in late game against the two (three) alliance leader majors.
    			- Mwhahahahahahahahaha, MWHAHAHAHAHHAHAHAHAHAHHA! MWHAHAHAHAHAHAHHAHAHAHAHAH!
    
    		ENG_2245.ai 
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				USA = 3.0 # The States
    				CHC = 2.0 # Shi Empire
    				HOL = 2.0 # New Arroyo
    				POL = 1.5 # Broken Hills
    				POR = 1.5 # Gecko
    			}  
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = {
    				CHC = 80 # Shi Empire
    				POL = 50 # Broken Hills
    				POR = 40 # Gecko
    				TUR = 40 # Necropolis	
    				HOL = 30 # New Arroyo
    				USA = 30 # FUSA
    				AFG = 20 # Kansas Free State
    				MTN = 15 # Calgary Confederation. Some agression
    				SCH = 15 # Pioneer Alliance	
    				BEN = 5  # Beastlords
    				SOV = 5  # Mutant Army. Was 40, then 35.	
    				}
    
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno	
    				SWE = 40 # Hub
    				GER = 30 # Vault City
    				HON = 20 # Mexican Raiders
    				IRQ = 20 # The Vipers
    				NOR = 20 # The Huns	
    				CAN = 10 # RCC	
    				}
    
    			land_fort = yes
    			max_land_level = 2 
    			fort_borders = { CAL USA PRK HOL }
    			fort_provs = { } # Will only fortify Anchorage after 2247, so that it doesn't waste IC fortifying it before getting the forts from Alaska United. It will then fortify multiple defensive lines instead. 
    
    			# Borders with specific countries
    			country_priorities = {
    				CHC = 50 # Shi Empire
    				HOL = 30 # New Arroyo
    				CAL = 10 # New California Republic
    				ITA = 10 # Brotherhood of Steel
    				MTN = 10 # Calgary Confederacy
    				}
    
    		ENG_2247.ai 
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				USA = 3.0 # The States
    				CHC = 2.0 # Shi Empire
    				HOL = 2.0 # New Arroyo
    				MTN = 1.5 # Calgary Confederacy
    				POL = 1.5 # Broken Hills
    				POR = 1.5 # Gecko
    			}  
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 200
    			combat = { 
    				U33 = 100 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.
    				CHC = 80 # Shi Empire
    				POL = 50 # Broken Hills
    				POR = 40 # Gecko
    				TUR = 40 # Necropolis	
    				USA = 30 # FUSA	
    				HOL = 30 # New Arroyo
    				MTN = 25 # Calgary Confederation. Most likely target
    				AFG = 20 # Kansas Free State
    				SCH = 15 # Pioneer Alliance
    				BEN = 10 # Beastlords
    				SOV = 10 # Mutant Army. Was 30, now 10.
    				}
    
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno	
    				SWE = 40 # Hub
    				GER = 30 # Vault City
    				HON = 20 # Mexican Raiders
    				IRQ = 20 # The Vipers
    				NOR = 20 # The Huns		
    				CAN = 10 # RCC
    				}
    					
    			land_fort = yes
    			max_land_level = 3
    			fort_borders = { CAL USA PRK HOL }
    			fort_provs = { 
    				# Anchorage Frontline
    				766  # Anchorage
    				550  # Fairbanks
    				6853 # Palmer
    				6865 # Nenana
    				
    				# Alaska Frontline
    				6851 # Chilkat
    				6863 # Delta Junction
    				6864 # Eagle
    				
    				# Yukon-Alaska Frontline
    				6793 # Forty Mile
    				6791 # Burwash Landing
    				6844 # Yakutat
    			} 
    
    			ic_at_war = yes 
    			force_ic_until = 2246
    			ic_end_year = 2259
    			IC_provs = { 
    				766  # Anchorage
    				692  # Unalaska Island
    				6854 # Old Tyonek
    				6868 # Kenai
    				6870 # Cold Bay
    				6874 # False Pass
    				} 
    			# Borders with specific countries
    			country_priorities = {
    				CHC = 50 # Shi Empire
    				HOL = 30 # New Arroyo
    				CAL = 10 # New California Republic
    				ITA = 10 # Brotherhood of Steel
    				MTN = 10 # Calgary Confederacy
    				}
    
    		ENG_2249.ai 
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				USA = 3.0 # The States
    				CHC = 2.0 # Shi Empire
    				HOL = 2.0 # New Arroyo
    				MTN = 1.5 # Calgary Confederacy
    				POL = 1.5 # Broken Hills
    				POR = 1.5 # Gecko
    			}  
    			neutrality = 30.000 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 600
    
    			combat = {
    				U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.	
    				CHC = 80 # Shi Empire
    				POL = 50 # Broken Hills
    				MTN = 45 # Calgary Confederation. Time to die, I guess
    				POR = 40 # Gecko
    				TUR = 40 # Necropolis
    				HOL = 30 # New Arroyo
    				USA = 30 # FUSA		
    				AFG = 20 # Kansas Free State
    				SCH = 20 # Pioneer Alliance
    				SOV = 20 # Mutant Army
    				ARA = 15 # Warriors of Ice
    				BEN = 15 # Beastlords
    				CAL = 5  # New California Republic
    				ITA = 5  # Brotherhood of Steel
    				ROM = 5  # Redding
    				}
    
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno	
    				SWE = 40 # Hub
    				GER = 30 # Vault City
    				HON = 20 # Mexican Raiders
    				IRQ = 20 # The Vipers
    				NOR = 20 # The Huns	
    			    TEX = 20 # New Church	
    				CAN = 10 # RCC
    				}
    
    			land_fort = yes
    			max_land_level = 5
    			fort_borders = { CAL HOL ITA PRK SOV USA }
    			fort_provs = { 
    				# Anchorage Frontline
    				766  # Anchorage
    				550  # Fairbanks
    				6853 # Palmer
    				6865 # Nenana
    				
    				# Alaska Frontline
    				6851 # Chilkat
    				6863 # Delta Junction
    				6864 # Eagle
    				
    				# Yukon-Alaska Frontline
    				6793 # Forty Mile
    				6791 # Burwash Landing
    				6844 # Yakutat
    			} 
    
    			ic_at_war = yes 
    			force_ic_until = 2246
    			ic_end_year = 2259
    			IC_provs = { 
    				766  # Anchorage
    				692  # Unalaska Island
    				6854 # Old Tyonek
    				6861 # Shageluk	
    				6868 # Kenai
    				6869 # Kodiak Island
    				6870 # Cold Bay
    				6874 # False Pass
    				} 
    
    			# Borders with specific countries
    			country_priorities = {
    				CHC = 50 # Shi Empire
    				HOL = 30 # New Arroyo
    				CAL = 20 # New California Republic
    				ITA = 20 # Brotherhood of Steel
    				MTN = 10 # Calgary Confederacy
    				}
    
    
    		ENG_2251.ai 
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				USA = 3.0 # The States
    				PRK = 3.0 # Polar Station Zeta
    				CHC = 2.0 # Shi Empire
    				HOL = 2.0 # New Arroyo
    				ITA = 2.0 # Brotherhood of Steel
    				SOV = 2.0 # Mutant Army
    				MTN = 1.5 # Calgary Confederacy
    				POL = 1.5 # Broken Hills
    				POR = 1.5 # Gecko
    			}  
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 800
    			combat = {
    				U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.
    				CHC = 90 # Shi Empire
    				POL = 60 # Broken Hills
    				MTN = 55 # Calgary Confederation. Time to die, I guess
    				POR = 50 # Gecko
    				TUR = 50 # Necropolis	
    				HOL = 40 # New Arroyo
    				USA = 40 # FUSA	
    				AFG = 30 # Kansas Free State
    				ARA = 30 # Warriors of Ice
    				SCH = 30 # Pioneer Alliance
    				SOV = 30 # Mutant Army
    				BEN = 20 # Beastlords	
    			    CAL = 10 # New California Republic
    				ITA = 10 # Brotherhood of Steel
    				ROM = 10 # Redding	
    				AST = 5  # Under-Nation
    				BHU = 5  # White Legs
    				BRA = 5  # Reservation
    				MOR = 5  # New Canaan
    				WLL = 5  # Wanamingo Dawn
    				}
    
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno	
    				SWE = 40 # Hub
    				GER = 30 # Vault City
    				HON = 20 # Mexican Raiders
    				IRQ = 20 # The Vipers
    				NOR = 20 # The Huns	
    			    TEX = 20 # New Church	
    				ALB = 10 # Caesar's Legion
    				BLR = 10 # God-Machine
    				CAN = 10 # RCC
    				JAP = 10 # Robot Nation
    				}
    
    			land_fort = yes
    			max_land_level = 7
    			fort_borders = { CAL HOL ITA PRK SOV USA }
    			fort_provs = { 
    				# Anchorage Frontline
    				766  # Anchorage
    				550  # Fairbanks
    				6853 # Palmer
    				6865 # Nenana
    				
    				# Alaska Frontline
    				6851 # Chilkat
    				6863 # Delta Junction
    				6864 # Eagle
    				
    				# Yukon-Alaska Frontline
    				6793 # Forty Mile
    				6791 # Burwash Landing
    				6844 # Yakutat
    			} 
    
    			ic_at_war = yes 
    			force_ic_until = 2246
    			ic_end_year = 2259
    			IC_provs = { 
    				766  # Anchorage
    				692  # Unalaska Island
    				6854 # Old Tyonek
    				6861 # Shageluk	
    				6868 # Kenai
    				6869 # Kodiak Island
    				6870 # Cold Bay
    				6874 # False Pass
    				} 
    
    			# Borders with specific countries
    			country_priorities = {
    				USA = 50 # The States
    				CHC = 30 # Shi Empire
    				HOL = 30 # New Arroyo
    				CAL = 20 # New California Republic
    				ITA = 20 # Brotherhood of Steel
    				MTN = 10 # Calgary Confederacy
    				}
    
    
    
    		ENG_2253.ai 
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				USA = 3.0 # The States
    				PRK = 3.0 # Polar Station Zeta
    				AZB = 2.0 # Dark Cathedral
    				CHC = 2.0 # Shi Empire
    				HOL = 2.0 # New Arroyo
    				ITA = 2.0 # Brotherhood of Steel
    				SOV = 2.0 # Mutant Army
    				MTN = 1.5 # Calgary Confederacy
    				POL = 1.5 # Broken Hills
    				POR = 1.5 # Gecko
    			}    
    			neutrality = 20.000 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1000
    
    			combat = {
    				U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works
    				CHC = 90 # Shi Empire
    				POL = 60 # Broken Hills
    				MTN = 55 # Calgary Confederation. Time to die, I guess
    				ARA = 50 # Warriors of Ice. 
    				HOL = 50 # New Arroyo
    				POR = 50 # Gecko
    				TUR = 50 # Necropolis	
    				AFG = 40 # Kansas Free State
    				SCH = 40 # Pioneer Alliance
    				SOV = 40 # Mutant Army
    				USA = 40 # FUSA	
    				BEN = 20 # Beastlords
    				CAL = 15 # New California Republic
    				ITA = 15 # Brotherhood of Steel
    				ROM = 15 # Redding	
    				AST = 10 # Under-Nation
    				BHU = 10 # White Legs
    				BRA = 10 # Reservation
    				MOR = 10 # New Canaan
    				WLL = 10 # Wanamingo Dawn
    				ALG = 5  # Darien Tribes
    				ARG = 5  # Harlequins
    				AZB = 5  # Dark Cathedral
    				CSA = 5  # Manitou Tribes
    				MAD = 5  # Mayan Empire
    				MEX = 5  # New Republic of Mexico
    				}
    
    			land_fort = yes
    			max_land_level = 10
    			fort_borders = { CAL HOL ITA PRK SOV USA }
    			fort_provs = { 
    				# Anchorage Frontline
    				766  # Anchorage
    				550  # Fairbanks
    				6853 # Palmer
    				6865 # Nenana
    				
    				# Alaska Frontline
    				6851 # Chilkat
    				6863 # Delta Junction
    				6864 # Eagle
    				
    				# Yukon-Alaska Frontline
    				6793 # Forty Mile
    				6791 # Burwash Landing
    				6844 # Yakutat
    			}  
    
    			ic_at_war = yes 
    			force_ic_until = 2246
    			ic_end_year = 2259
    			IC_provs = { 
    				766  # Anchorage
    				692  # Unalaska Island
    				6854 # Old Tyonek
    				6861 # Shageluk	
    				6868 # Kenai
    				6869 # Kodiak Island
    				6870 # Cold Bay
    				6874 # False Pass
    				} 
    
    			# Borders with specific countries
    			country_priorities = {
    				USA = 50 # The States
    				CAL = 50 # New California Republic
    				PRK = 50 # Polar Station Zeta
    				CHC = 30 # Shi Empire
    				HOL = 30 # New Arroyo
    				ITA = 30 # Brotherhood of Steel
    				MTN = 10 # Calgary Confederacy
    				}
    
    
    		ENG_2255.ai 
    			max_front_ratios = {
    				CAL = 3.0 # New California Republic
    				USA = 3.0 # The States
    				PRK = 3.0 # Polar Station Zeta
    				AZB = 2.0 # Dark Cathedral
    				CHC = 2.0 # Shi Empire
    				HOL = 2.0 # New Arroyo
    				ITA = 2.0 # Brotherhood of Steel
    				MEX = 2.0 # New Republic of Mexico
    				SOV = 2.0 # Mutant Army
    				MTN = 1.5 # Calgary Confederacy
    				POL = 1.5 # Broken Hills
    				POR = 1.5 # Gecko
    			}  
    			neutrality = 20.000 
    			upgrading = 0.1
    			reinforcement = 0.3	# max % of ic used on this slider.
    			max_redeploying = 0.25
    			use_offensive_supply = yes
    			max_fuel_offensive = 1200
    			combat = {
    				U33 = 200  # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works
    				CHC = 100 # Shi Empire
    				USA = 100 # FUSA	
    				HOL = 60  # New Arroyo
    				MTN = 60  # Calgary Confederation. Time to die, I guess
    				POL = 60  # Broken Hills
    				TUR = 60  # Necropolis
    				POR = 55  # Gecko
    				ARA = 50  # Warriors of Ice. 
    				SOV = 50  # Mutant Army
    				AFG = 45  # Kansas Free State
    				SCH = 45  # Pioneer Alliance
    				BEN = 25  # Beastlords
    				CAL = 20  # New California Republic
    				ITA = 20  # Brotherhood of Steel
    				ROM = 20  # Redding	
    				AST = 15  # Under-Nation
    				BHU = 15  # White Legs
    				BRA = 15  # Reservation
    				MOR = 15  # New Canaan
    				WLL = 15  # Wanamingo Dawn
    				ALG = 10  # Darien Tribes
    				ARG = 10  # Harlequins
    				AZB = 10  # Dark Cathedral
    				CSA = 10  # Manitou Tribes
    				MAD = 10  # Mayan Empire
    				MEX = 10  # New Republic of Mexico
    				}
    
    			befriend = {
    				DEN = 50 # Den
    				FRA = 50 # New Reno	
    				SWE = 40 # Hub
    				GER = 30 # Vault City
    				HON = 20 # Mexican Raiders
    				IRQ = 20 # The Vipers
    				NOR = 20 # The Huns	
    			    TEX = 20 # New Church	
    				ALB = 10 # Caesar's Legion
    				BLR = 10 # God-Machine
    				CAN = 10 # RCC
    				JAP = 10 # Robot Nation
    				ANG = 10 # Junkers
    				}
    
    			land_fort = yes
    				max_land_level = 10
    				fort_borders = { CAL HOL ITA PRK SOV USA }
    				fort_provs = { 
    					# Anchorage Frontline
    					766  # Anchorage
    					550  # Fairbanks
    					6853 # Palmer
    					6865 # Nenana
    					
    					# Alaska Frontline
    					6851 # Chilkat
    					6863 # Delta Junction
    					6864 # Eagle
    					
    					# Yukon-Alaska Frontline
    					6793 # Forty Mile
    					6791 # Burwash Landing
    					6844 # Yakutat
    				}   
    
    			ic_at_war = yes 
    			force_ic_until = 2246
    			ic_end_year = 2259
    			IC_provs = { 
    				766  # Anchorage
    				692  # Unalaska Island
    				6854 # Old Tyonek
    				6861 # Shageluk	
    				6868 # Kenai
    				6869 # Kodiak Island
    				6870 # Cold Bay
    				6874 # False Pass
    				}
    				
    			nuclear_reactor = yes	
    			nuclear_reactor_prov = 6874 				
    			max_nuclear = 10 
    
    			# Borders with specific countries
    			country_priorities = {
    				USA = 50 # The States
    				CAL = 50 # New California Republic
    				PRK = 50 # Polar Station Zeta
    				CHC = 30 # Shi Empire
    				HOL = 30 # New Arroyo
    				ITA = 30 # Brotherhood of Steel
    				MTN = 10 # Calgary Confederacy
    				}
    
    
    		SPA_2245.ai:
    			technology = {
    			        preference         = {
    			        4080 # Helicopters
    			        4090 # Transport Chopper
    			        4100 # Basic Attack Chopper
    			        4110 # New Era Firehawk
    			        4180 # Prop Aircraft
    			        4190 # Scrap Fighter
    			        4200 # Basic Prop Fighter
    			        4210 # New Era Fighter
    			        4220 # Proto-aviation
    			        4230 # Gliders
    			        4240 # Powered Flight
    			        4250 # Aircraft Implications
    			        4260 # Flight Theory
    			        4270 # Flight Tests
    			        4280 # Advanced Tests
    			        4290 # Wingmen
    			        4300 # Cooperation
    			        4310 # Large Formation Tactics
    			        4320 # Bombing Runs
    			        4330 # Veteran Bombers
    			        4340 # Bomber Efficiency
    			        4350 # Tactics Testing
    			        4360 # Task Flexibility
    			        4370 # Air Command
    			        4380 # Air Combat
    			        4390 # Fighter Veterans
    			        4400 # Air Supremacy
    			        4410 # Scrap Attack Chopper
    			        4420 # Air Tech Recovery
    			        4430 # Jet Engines
    			        4440 # Scrap Jet Interceptor
    			        4450 # Early Jet Interceptor
    			        4460 # New Era Interceptor
    			        }
    
    		SPA_2247.ai
    			technology = {
    			        preference         = {
    			        4080 # Helicopters
    			        4090 # Transport Chopper
    			        4100 # Basic Attack Chopper
    			        4110 # New Era Firehawk
    			        4180 # Prop Aircraft
    			        4190 # Scrap Fighter
    			        4200 # Basic Prop Fighter
    			        4210 # New Era Fighter
    			        4220 # Proto-aviation
    			        4230 # Gliders
    			        4240 # Powered Flight
    			        4250 # Aircraft Implications
    			        4260 # Flight Theory
    			        4270 # Flight Tests
    			        4280 # Advanced Tests
    			        4290 # Wingmen
    			        4300 # Cooperation
    			        4310 # Large Formation Tactics
    			        4320 # Bombing Runs
    			        4330 # Veteran Bombers
    			        4340 # Bomber Efficiency
    			        4350 # Tactics Testing
    			        4360 # Task Flexibility
    			        4370 # Air Command
    			        4380 # Air Combat
    			        4390 # Fighter Veterans
    			        4400 # Air Supremacy
    			        4410 # Scrap Attack Chopper
    			        4420 # Air Tech Recovery
    			        4430 # Jet Engines
    			        4440 # Scrap Jet Interceptor
    			        4450 # Early Jet Interceptor
    			        4460 # New Era Interceptor
    			        } 
    
    		SPA_2249.ai
    			technology = {
    			        preference         = {
    			        4080 # Helicopters
    			        4090 # Transport Chopper
    			        4100 # Basic Attack Chopper
    			        4110 # New Era Firehawk
    			        4180 # Prop Aircraft
    			        4190 # Scrap Fighter
    			        4200 # Basic Prop Fighter
    			        4210 # New Era Fighter
    			        4220 # Proto-aviation
    			        4230 # Gliders
    			        4240 # Powered Flight
    			        4250 # Aircraft Implications
    			        4260 # Flight Theory
    			        4270 # Flight Tests
    			        4280 # Advanced Tests
    			        4290 # Wingmen
    			        4300 # Cooperation
    			        4310 # Large Formation Tactics
    			        4320 # Bombing Runs
    			        4330 # Veteran Bombers
    			        4340 # Bomber Efficiency
    			        4350 # Tactics Testing
    			        4360 # Task Flexibility
    			        4370 # Air Command
    			        4380 # Air Combat
    			        4390 # Fighter Veterans
    			        4400 # Air Supremacy
    			        4410 # Scrap Attack Chopper
    			        4420 # Air Tech Recovery
    			        4430 # Jet Engines
    			        4440 # Scrap Jet Interceptor
    			        4450 # Early Jet Interceptor
    			        4460 # New Era Interceptor
    			        } 
    
    		SPA_2251.ai
    			technology = {
    			        preference         = {
    			        4080 # Helicopters
    			        4090 # Transport Chopper
    			        4100 # Basic Attack Chopper
    			        4110 # New Era Firehawk
    			        4180 # Prop Aircraft
    			        4190 # Scrap Fighter
    			        4200 # Basic Prop Fighter
    			        4210 # New Era Fighter
    			        4220 # Proto-aviation
    			        4230 # Gliders
    			        4240 # Powered Flight
    			        4250 # Aircraft Implications
    			        4260 # Flight Theory
    			        4270 # Flight Tests
    			        4280 # Advanced Tests
    			        4290 # Wingmen
    			        4300 # Cooperation
    			        4310 # Large Formation Tactics
    			        4320 # Bombing Runs
    			        4330 # Veteran Bombers
    			        4340 # Bomber Efficiency
    			        4350 # Tactics Testing
    			        4360 # Task Flexibility
    			        4370 # Air Command
    			        4380 # Air Combat
    			        4390 # Fighter Veterans
    			        4400 # Air Supremacy
    			        4410 # Scrap Attack Chopper
    			        4420 # Air Tech Recovery
    			        4430 # Jet Engines
    			        4440 # Scrap Jet Interceptor
    			        4450 # Early Jet Interceptor
    			        4460 # New Era Interceptor
    			        } 
    
    		SPA_2253.ai
    			technology = {
    			        preference         = {
    			        4080 # Helicopters
    			        4090 # Transport Chopper
    			        4100 # Basic Attack Chopper
    			        4110 # New Era Firehawk
    			        4180 # Prop Aircraft
    			        4190 # Scrap Fighter
    			        4200 # Basic Prop Fighter
    			        4210 # New Era Fighter
    			        4220 # Proto-aviation
    			        4230 # Gliders
    			        4240 # Powered Flight
    			        4250 # Aircraft Implications
    			        4260 # Flight Theory
    			        4270 # Flight Tests
    			        4280 # Advanced Tests
    			        4290 # Wingmen
    			        4300 # Cooperation
    			        4310 # Large Formation Tactics
    			        4320 # Bombing Runs
    			        4330 # Veteran Bombers
    			        4340 # Bomber Efficiency
    			        4350 # Tactics Testing
    			        4360 # Task Flexibility
    			        4370 # Air Command
    			        4380 # Air Combat
    			        4390 # Fighter Veterans
    			        4400 # Air Supremacy
    			        4410 # Scrap Attack Chopper
    			        4420 # Air Tech Recovery
    			        4430 # Jet Engines
    			        4440 # Scrap Jet Interceptor
    			        4450 # Early Jet Interceptor
    			        4460 # New Era Interceptor
    			        } 
    
    		SPA_2255.ai
    			technology = {
    			        preference         = {
    			        4080 # Helicopters
    			        4090 # Transport Chopper
    			        4100 # Basic Attack Chopper
    			        4110 # New Era Firehawk
    			        4180 # Prop Aircraft
    			        4190 # Scrap Fighter
    			        4200 # Basic Prop Fighter
    			        4210 # New Era Fighter
    			        4220 # Proto-aviation
    			        4230 # Gliders
    			        4240 # Powered Flight
    			        4250 # Aircraft Implications
    			        4260 # Flight Theory
    			        4270 # Flight Tests
    			        4280 # Advanced Tests
    			        4290 # Wingmen
    			        4300 # Cooperation
    			        4310 # Large Formation Tactics
    			        4320 # Bombing Runs
    			        4330 # Veteran Bombers
    			        4340 # Bomber Efficiency
    			        4350 # Tactics Testing
    			        4360 # Task Flexibility
    			        4370 # Air Command
    			        4380 # Air Combat
    			        4390 # Fighter Veterans
    			        4400 # Air Supremacy
    			        4410 # Scrap Attack Chopper
    			        4420 # Air Tech Recovery
    			        4430 # Jet Engines
    			        4440 # Scrap Jet Interceptor
    			        4450 # Early Jet Interceptor
    			        4460 # New Era Interceptor
    			        } 
    		
    
    
    /config
    
    	event_text:
    		- Added new Tribal Despoiler Raids event name and descriptions.
    		- Added description and text for Calgary Welcome and Tribal Despoliation Raid events.
    		- Removed all mentions of "Eastern" Brotherhood of Steel and replaced them with "Midwestern". There is no "Eastern Brotherhood of Steel", there has never been any "Eastern" Brotherhood of Steel as of 2245 know to the Elders of Lost Hills nor Bunker Alpha. Please report any mentions of an "Eastern" chapter in the archieves. Remember, there is no such a thing as an "Eastern" Brotherhood of Steel. But perhaps there might be, in the future...?
    
    	famous_quotes:
    		- Figured how vanilla was displaying bigger quotes than the ones in FODD, which allowed me to add some cool quotes that didn't make the cut before due to size.
    
    
    /db
    	/units
    		/divisions
    			- marine.txt:
    				- Finally fixed the damn error with the first two models of Irregulars having their airattack and airdefence switched.
    
    	/events
    
    		- Broken Hills.txt: "Start of game - It Aint All Roses": Sets the local flag "pro_ghoul_nation". This allows Broken Hills to gain extra ghoul off-map MP by unifying states. 
    
    		- Calgary_Confederacy.txt: 
    			- Created file.
    			- Created Welcome event.
    			- Created Tribal Despoliation event.
    
    		
    
    		- Enclave, God_Machine.txt, Midwestern_BoS.txt, Mutant_Army.txt, RCC.txt, The Huns.txt : Added Tribal Despoliation Raid event. Tribal Despoliation is both theft of people (manpower) and resources, being midway between Slave Raids and Tribal Raids, but only gives half of each type of raid gives.
    
    		- Gecko.txt: "Start of Game - Welcome to Gecko": Sets the local flag "pro_ghoul_nation". This allows Gecko to gain extra ghoul off-map MP by unifying states. 
    
    		- Kansas_Free_State.txt and Necropolis.txt: 
    			- "Final Decision is Union" event will now trigger an event which fixes the military accesses of those countries.
    			- "Start of Game - An Awakening" Sets the local flag "pro_ghoul_nation". This allows Necropolis to gain extra ghoul off-map MP by unifying states. 
    			- "Start of Game - Restoration..." Sets the local flag "pro_ghoul_nation". This allows Kansas Free State to gain extra ghoul off-map MP by unifying states. 
    
    		- Polar_Station_Zeta.txt: 
    			- "The Iron Guard" and "Storm Lords" divisions no longer are stat-less Power Armor units.
    			- Added Tribal Despoliation Raid event.
    			- "Chosen One Revealed" Sets the local flag "pro_ghoul_nation". This allows Polar Station Zeta to gain extra ghoul off-map MP by unifying states. 
    
    		- Political.txt: Added new events to ensure that AI Puppet Ghoul Nation Necropolis and Gecko will have land access to Wasteland, Marauders, X marks the Spot Alpha, X Marks the Spot Beta, Dead Islands and The Glow. They are triggered by the "Final Decision is Union" AI event.
    
    		- Raids.txt:
    			- Created Warriors of Ice Tribal Despoiler Raids.
    			- Warriors of Ice are the first able to execute a new type of raid: Tribal Despoiler Raid. Despoiler Raids are in-between Slaver Raids and the Tribal Raids. Slaver Raids steal manpower while Tribal Raids steal resources. Tribal Despoiler steals both at half the rate each type of raid does (except supplies, they are at a point between the Slaver and Tribal raid numbers). They are a "midway" between the Slaver and Tribal raids.
    				- Created to account for tribes which capture people and enslave them, but also to account that these tribes would also steal goods (rather than taking people being the end goal). For the moment, the Warriors of Ice are the only tribe which does this.
    			- Warriors of Ice can raid the following factions, if they meet the conditions:
    				- Calgary Confederacy
    				- Mutant Army
    				- Polar Station Zeta
    				- God-Machine (in practice its a tribal raid because they have no people to enslave)
    				- Royal Canadian Commonwealth
    				- The Huns
    				- Midwestern Brotherhood of Steel
    				- Enclave
    
    		- RCC.txt:
    			- "Ghouls in Canada": Sets the local flag "pro_ghoul_nation". This allows the RCC to gain extra ghoul off-map MP by unifying states. 
    
    		- Reservation.txt:
    			- "Start of Game - Welcome to the Reservation" Sets the local flag "pro_ghoul_nation". This allows the RCC to gain extra ghoul off-map MP by unifying states. 
    
    		- Unifications.txt: 
    			- States with recalculated manpower will now give the left-over MP (namely, less than 1 MP on-map) in the State Unification event, in the form of daily off-map manpower. So far, Alaska, Arizona, Colorado, New Mexico and Utah have been changed that way. The left-over is not proportional, but rather the remains of the calculations which won't fit as a single manpower point on the map.
    				- The Ghoul popullations of those states have been calculated as well. This will mean more starting off-map mp for some Ghoul nations, sometimes split between nearby ghoul or pro-ghoul nations. A few Ghoul or pro-Ghoul states will gain off-map manpower from unifying those states, if they have the pro_ghoul_nation local flag.
    			- Alaska United: Will now give 0.0072 daily off-map mp.
    				- Ghoul MP calculated, no idea what to do with it for now (because only nation here is Enclave)
    			- Arizona United: Will now give 0.0054 left-over as daily off-map mp
    				- Nations with the "pro_ghoul_nation" flag get 0.0029 daily mp as well, from local ghoul popullation.
    			- Colorado United: Will now give 0.0034 left-over as daily off-map mp
    				- Nations with the "pro_ghoul_nation" flag get 0.0021 daily mp as well, from local ghoul popullation.
    			- New Mexico United: Will now give 0.0036 left-over as daily off-map mp
    				- No ghoul MP here, all the ghoul mp here is given as free off-map mp for the Reservation at game-start.
    			- Utah United: Will now give 0.0034 left-over as daily off-map mp
    				- Nations with the "pro_ghoul_nation" flag get 0.0026 daily mp as well, from local ghoul popullation.
    			- Panama United: Was giving a Coastal Fortress to province Balboa, causing an error upon saving and loading, because the Balboa province has no beach and therefore could not have a coastal fort. Now, it will be province Panamá which will get a lvl2 coastal fort. Balboa instead will get two levels of land_fort.
    
    		- Warriors_of_Ice.txt: New event: "Blood Tribes Thirst for Blood". It will make the Warriors of Ice less isolationistic over time, making it more likely for them to attack.
    
    		- X_Marks_The_Spot_Alpha.txt: 
    			- Fixed a bug which was giving stat-less Power Armored units.
    			- Fixed a bug in which a bracket was replaced by a parenthesis and made the Deadly Wastes event not give a dissent penalty.
    
    /scenarios
    	/2245
    
    		
    		- Manpower and Popullation Revamps: The mod's map had a massive dearth of manpower, even for post-apoc standards. Through the last versions, I have been calculating the popullations of certain areas of the Fallout universe. They were calculated mathematically, starting from the popullation circa 1945 (date of Divergence) and applied to the manpower model used in FODD. This is just the beginning.
    			- Ghoul Manpower revamp: Newly-added Ghoul Manpower is not included in the map now, except for the ones which are already in-game in older scenario files. In the future, I might not include it at all and move closer towards a model in which Ghoul manpower is only off-map and/or gained by State Unification and/or owning certain ghoul colonies, further diminishing ghoulish manpower for Ghoul nations, but also only allowing ghoul-friendly nations to both enlist and recruit Ghouls. In the future, this would change the gameplay of Ghouls by keeping them more defensive and manpower-limited, as humans out-number them considerably and they don't breed (at least until they cure Ghoul Sterelity and Born Ghouls become a thing). 
    			- Every state whose manpower was revamped has a calculated ghoul popullation, generally a few thousand. It was divided between nearby ghoul nations (if applicable) and the state unification event - in which its possible for certain nations to get a bonus income of off-map manpower IF they have the pro_ghoul_state flag. The exception is only if the state has a sole ghoul state, then said country will get the full manpower income - Reservation gets all the ghoul manpower from New Mexico and Gecko gets all the ghoul manpower from Oregon.
    
    				- Broken_Hills.inc: 	
    					free = { 
    						manpower = 0.0055 # Ghouls of Arizona and Utah
    						}
    
    				- Kansas_Free_State.inc:
    					free = { 
    						manpower = 0.0021 # Ghouls of Colorado
    						}
    
    				- Necropolis.inc:
    					free = { 
    						ic = 18 
    						energy = 30 
    						metal = 4 
    						rare_materials = 5 
    						oil = 6 
    						manpower = 0.0029 # Ghouls of Arizona
    						}
    
    				- Reservation.inc:
    
    					free = {
    						manpower = 0.0179 # Ghouls of New Mexico + Ghouls of Arizona	
    						}
    
    			- Alaska Manpower Revamp: Alaska has a popullation of 77.212 people, 10% of them = 7.721,2 people, or 7.72 Manpower. Remaining 0.72 will be given by Alaska United event. This does not include Manpower in starting Enclave provinces, they are assumed to be a mostly separate popullation (except Fairbanks and Kenai provinces). Every province now has +1 manpower. Affected provinces include:
    				Enclave.inc:
    					- 550 # Fairbanks
    					- 6868 # Kenai
    				Wasteland.inc:
    					- 553 # Juneau
    					- 6844 # Yakutat
    					- 6849 # Craig
    					- 6856 # Quinhagak
    					- 6860 # Nome
    			- Arizona Manpower Revamp: Arizona has a popullation of circa 295.466 people, 1164 ghouls, 10% = 29.546,6 or 29.54 MP. Minor change, Ghouls not included. Remaining 0.54 MP will be given by the Arizona United event.
    				6145 # Yuma
    				6149 # Saint Johns
    
    			- Colorado Manpower Revamp: Colorado has a popullation of circa 493.458 humans and near-humans, 10% = 49.345,8 or 49.34 MP. Ghouls not included in calculation. Remaining 0.34 MP will be given by Colorado United Event. Victory points changed accordingly to account for changes.
    				Robot_Nation.inc:
    					708 # Grand Junction Camps
    						manpower = 4 # was 1
    					706 # Aspen Robotics Center
    						manpower = 4 # was 1
    
    				Wasteland.inc:
    					707 # Denver
    					manpower = 4 # csv fantasy (1) + Weld and Elbert county farmers, Hangdogs and tribals. Was 1
    					709 # Colorado Springs
    					manpower = 4 # local scavs
    					712 # Pueblo
    					manpower = 2 # Iron Lines tribe. Was 1
    					6165 # Boulder
    					manpower = 2 # Local tribes
    					6166 # Sterling
    					manpower = 2 # Hangdogs and allied tribes, Lincoln county agriculturalists. Was 1
    					6167 # Burlington, CO
    					manpower = 2 # Hangdogs and allied tribes
    					6168 # La Junta
    					manpower = 2 # 1 + 1. 1 Fantasy, on csv. 1 Sun Dogs tribe.
    					6169 # Walsenburg
    					manpower = 3 # Cipher nomads and other tribes
    					6170 # Alamosa
    					manpower = 2 # Twin Mothers tribe. Was 1.
    					6171 # Leadville
    					manpower = 5 # local tribes
    					6172 # Gunnison
    					manpower = 6 # Mesa Verde, home of Ciphers
    					6173 # Montrose
    					manpower = 7 # local tribes
    
    			- New Mexico Manpower Revamp: Completely eliminated my old stab at calculation popullation (Very amateurish). Introduced my new calculation method, already used in Oregon in the previous version. New Mexico has a popullation of circa 263.669 humans and near-humans, 1039 ghouls, % 10 = 26.366,9 or 26.36 MP. Ghouls will be part of the Reservation as off-map MP, the remaining 0.36 MP will be gained from the Arizona United event. In practice, New Mexico will be significantly nerfed, manpower-wise, being a bit inferior to Arizona. There was also an equivalent change in Victory Points.
    
    				- Reservation.inc:
    					6182 # Los Alamos
    					manpower = 2 # scenario (2). Was 5. Was 6. Was 2
    					free = {
    						manpower = 0.01582 # 1039 Ghouls of New Mexico + 558 Ghouls from Arizona	
    						}
    
    				- The_Vipers.inc:
    					724 # Roswell
    					manpower = 4 # Scenario (4)
    					6177 # Las Cruces
    					manpower = 1 # Scenario (1)
    
    				- Wasteland.inc:
    					725 # Santa Fe
    					manpower = 2 # scenario (1) + Tewa people
    					727 # Albuquerque
    					manpower = 3 # Albuquerque Scavengers and Tiwa and Jicarilla Apache who fled Los Alamos area after the nukes
    					6174 # Raton (keeping this one because of the Scaven-Pickers)
    					manpower = 2 # 1 Scaven-Pickers and local Tiwa and Jemez Pueblo tribes 
    					6175 # Clovis
    					manpower = 1 # Clovis ruins and local tribes
    					6176 # Lovington
    					manpower = 1 # Tribals and Hobbs, NM ruins
    					6178 # Hermanas
    					manpower = 1 # Mexican refugges and native americans
    					6179 # Deming
    					manpower = 1 # Deming ruins and local tribals
    					6180 # Socorro
    					manpower = 2 # Navajo Nation, Zuni and Keres peoples
    					6181 # Grants
    					manpower = 1 # Now 1 (scenario). Was 9. Was 10. Was 11.
    					6183 # Farmington
    					manpower = 2 # Navajo Nation, Hopi and Zuni tribes and Mckinley and San Juan county survivors and minor tribals.
    					6184 # Mora
    					manpower = 1 # Local tribes
    					6185 # Crocker
    					manpower = 1 # local tribes and survivalists
    
    				- Utah Manpower Revamp: Utah has a popullation of circa 167.373 humans and near-humans, 10% = 16.737,3 or 16.73 MP. Also 806,8822 ghouls, but not included in calculation. Remaining 0.80 MP will be given by Utah United Event. Victory points changed accordingly to account for changes.
    					- Kurtz's_Camp.inc:
    						6162 # Manti
    						manpower = 3
    
    					- New_Canaan.inc:
    						6159 # Ogden
    						manpower = 3
    
    						733 # Salt Lake City
    						manpower = 1 # Was 0.5, even through that shows up on the map
    
    					- Wasteland.inc:
    						2678 # Moab
    						manpower = 1 # local tribes
    						6157 # Dragon
    						manpower = 2 # Dead Horse Point, Tar Walkers
    						6158 # Provo
    						manpower = 2
    						6160 # Tooele
    						manpower = 1 # Crazy Horns
    						6161 # Nephi
    						manpower = 1
    						6163 # Panguitch
    						manpower = 1 # local tribes
    						6164 # Saint George
    						manpower = 1 # Zion National Park, The Sorrows


    Frequently Asked Questions:
    FODD Frequently Asked Questions (FAQ):

    1. Fallout? Wot's that?
    A:
    Someone was born under a rock or something. Fallout is a kick-ass classic Post-Apocalyptic Computer RPG series created by Interplay in the nineties. The original Fallout, released in 1997, and its sequel, Fallout 2, are some of the greatest classics of the genre. It pretty much defined Western RPGs - awesome non-linear turn-based games with great writting, setting, lore and humour.
    The world of Fallout is a alternate timeline diverging after WWII, showing the future as seen by the 50s, where pulp-physics rules (giant radioactive bugs galore!), ray-guns, AIs, nuclear power and technological doorhickeys made of bulky valves and vacuum tubes are common, and 50s Americana and Cold War Paranoia never ended... then the world was set afire in nuclear war, and humanity is rebuilding from the ashes.

    Probably the best description I ever heard for it was "Alt-History Mad Max Cowboys with Lasers". Fallout is about the shiny future of 50s pulps dying and giving place to a savage post-apocalyptic world infested with mutants, gangs and savage tribes, and how humanity (and other human-like mutant races) survives and thrives in this New Dark Age.

    2. Hearts of Iron? Darkest Hour?
    A:
    Hearts of Iron is a series of Grand Strategy Games by Paradox Interactive, covering the period of World War II (and sometimes, the early Cold War). There are many games in this series (currently four). Darkest Hour is a stand-alone expansion built by fans with Paradox's help around the code of Hearts of Iron 2's Europa Engine, enhanced, improved and modernized, making it comparable even to the newest Grand Strategy Games. The HOI community is well-know for making great classic mods, like Fallout's Doomsday to Darkest Hour (hey, their words, not mine!), Kaiserreich, Modern Day Scenario, etc.

    3. FODD? Fallout's Doomsday for Darkest Hour?
    A.
    [Intelligence] FODD is Falout's Doomsday for Darkest Hour. It is a Fallout mod for the game Darkest Hour. It is a classic project that exists from back in the days of Hearts of Iron 2 and the Doomsday expansion, it is now compatible with the Darkest Hour stand-alone fan-expansion. It was created by Doomtrader, and had many people help develop it. The project is over ten-years old and thanks to the Darkest Hour expansion, more modern and fresh than ever.

    3. Why are Necropolis and Hub still around as nations?
    A:
    FODD is not exactly the Fallout timeline you know. Its the same world, but some things went a bit different. In this universe, Necropolis was never destroyed by the Master's Army (bad end), instead it survived and became a center of pre-war engineering and discovery (good end), and a more idependently-minded Hub resisted annexation by the NCR... for now. However,

    4. What are some nations? I never saw them before!
    A:
    Those nations exist in parts of the map we never saw in Fallout games, or lack information at the time. These are original content that tries to stick as close to canon as possible.

    5. FUSA? The States? What the hell is that? I never saw it in Fallout 3 and 4!
    A
    : See previous question. FUSA is a remnant of the American Government, created by survivors of the pre-war instructures and led by the Legislative branch of government and the military. Think of it as the USA's equivalent of the Eastern Roman Empire, big and strong, but hanging by a thread. Its original content from since the alpha, and one of the big players.

    6. How do I start conquering land? Its all black but I can't move there!
    A:
    You can't... yet. Wasteland terrain is passable but not conquerable. To conquer said land, one must wait before it is occupied by marauders. Marauders spawn a few months in the game, giving the player a few months to build up, think, strategize and research before embarking to claim land.

    7. What the hell is a Marauder?
    A:
    Bandits, raiders, dangerous monsters, feral ghouls, degenerates and general People Nobody Likes. The sort of douches you run in the average Fallout random encounter, then try to kill you and take your stuff. You have to kill them and take THEIR stuff before they kill you and take your stuff, or others will kill them and take their stuff for themselves. But let them take Wasteland before you kill them, as you can't take it. Sometimes huge bands of marauders stick together, turning into deadly armies capable of fighting the great powers of the wasteland, even.

    8. Why Marauders kick my ass?
    A:
    Many factors. Terrain, Time of the Day (time your attacks right), sheer numbers, your military sucks, etc. Marauders need to be strong, at least early on, so they can take Wastelands territory and not get insta-killed by four bordering nations attacking them at once. Build armies, research technologies, get the best leaders you can leading your troops, get all the force-multipliers you can, etc.

    9. What are those "The Savage Wasteland" events?
    A:
    These are events warning about the first marauder spawns.

    10. Game suddenly stopped in 2 July of 2245!
    A:
    Don't worry. What's happening is the BIG marauder spawn. Marauders will spawn all over the map now. It will take some time, because spawing and keeping so many marauders around uses a lot of CPU power. Go drink some water, maybe fix something tasty to eat, it will be very slow for a while until July the 9th. We have tried, but so far we cannot get rid of this, its a game programming issue. It will get better as we add more nations. It is not as slow as it used to be, through, but those with old computers better keep it in mind.

    11. After all those marauders spawned, my game slowed down.
    A:
    Same problem - too many marauders in too big a map going around, moving and fighting. Keep playing and wait a bit, they will get killed off in a few years, althrough some big hold-outs might remain for a while. Kill them and take their land and stuff. In a few years, the problem will be solved. Only solution for this is to fill the map with more nations. We're working on it, and it has gotten better, thanks to Arcangelus.

    12. The map seems empty.
    A: Yes. We used to have a far-smaller map, but recently we adopted the E3 map (thanks @mumia! Thanks @Keynes 2.0!). So we got a pretty much a HUGE increase in space. We need to make more nations, and we have many we're making. If you want to help, PM me, we're always glad for help!

    13. I feel some nations lacking. Like, where's the Brotherhood in Washington D.C?
    A:
    FODD is a creation from the early 2000s, way before we even knew much about Project Van Buren, much less Fallout 3. So, many things from the newer games are yet missing and we had our fan content since back when. We are adding nations as we can, in the correct places and correct time. Some of those don't exist yet, at least not in the 2245 scenario. In the future, we plan to fit both the canon and old fanon content perfectly in a way that leaves both in the game and able to interact, while respecting canon

    14. What are Player traits?
    A: In case you don't wanna get THE SURPRISE and joy of discovery, here are they:
    Player Trait Effects
    Ambitious
    Transporty Capacity modifier +20%. Transport Capacity for occupied provinces modifier +10%. Belligerence +10 (causes events increasing belligerence).
    Cautious Organization and Toughness for land units: +4. Defence modifier for land units: +8. -1 speed for land units. +2% to chance for combat events Tactical Withdrawal and Delay.
    Wise Organization: -3. Morale: -3. Research modifier +5.
    Warlike All units: 10% construction bonus. Organization and Morale for all units: +1. Research modifier -10.
    Secretive Better intelligence information for us. Worse intelligence information for enemy. Siddent +2 (through recurring events).
    Alluring Bonus for relation with 5 random countries: +50. Supplies: -5.


    LEGACY VERSIONS:

    FODD 2.4:
    Download Link:
    https://www.mediafire.com/file/smsob0oyxyed6k9/FODD.rar/file
    CHECKSUM: IHVL

    FOR DARKEST HOUR 1.03 (contains an older E3 map, aparently version 0.9):
    FODD 2.1 Upload 6
    Alternate Link

    Cumulative FIX-10


    Installation Instructions:
    1) Certify your game copy has the latest 1.03 patch (not 1.02 or 1.04 RC1). One recommendation is to have multiple copies of the game, or to revert a 1.04 copy to 1.03 through steam, then take it out of the steam folder and download it again, then update to 1.03 patch.

    2) Put the FODD folder on your modfolder. Make sure it does not contain stuff from the FIX-11, or strange things might happen.

    3) Extract the contents of the FIX-10 on your FODD folder, overwrite everything you are asked to. All the FIXES are cumulative, so there's no need to seek out older FIXES.

    Code:
    ###########################
    # Changelog FIX-10 (01/03/2015)
    ###########################
    
    Changelog for Fix-10
    
    Includes all previous Fixes as always.
    
    db/units: Rebalances all divisions and brigades of the game. Emphasis on air bombardment vs land units, air vs ground combat and regular/scout/merc/heavy vehicle vs irregular/scum merc/light vehicle units. Sea units and naval combat were also rebalanced all across. Further feedback necessary.
    
    db/province.csv: Change to province resources, in order to curb the rampant amount of resources since the last E3 map upgrade.
    
    scenario/2245: Numerous changes and additions of provinces with resources.
    
    Both province and scenario files radically re-alter resource balance to bring it more in line with the older, correct versions from before the E3 map update. Almost all nations affected (and mostly nerfed) but key ones include: NCR, Caesar's Legion, New Church, Robot Nation, FUSA, Junkers, RCC, WBOS, EBOS, Mutant Army, amongst others.


    FOR DARKEST HOUR 1.02 (No E3 map):

    Last version for Darkest Hour 1.02: 2.0.11 Note that patches are cumulative and contain all previous patch contents.
    Release Date: 07/07/2011
    Patch Date: 29/12/2013
    Compatibility: Darkest Hour 1.02
    Supported Game Mode: Single player and Multiplayer

    Darkest Hour Patch 1.02
    http://www.gamefront.com/files/23489812/Darkest_Hour_Patch_1.02.exe

    2.0.11 Download Location
    This ModDB site holds the current 2.0.11 patch plus the main FODD 2.0 installer, as well as the mod movie and music files.
    http://www.moddb.com/mods/fallouts-doomsday-for-darkest-hour

    FODD 2.0.11 Hot Fixes
    Overwrite existing files, of course.

    Hot fix A
    https://www.4shared.com/office/2rUY_04pba/Redding.html
    Put this in your mod events folder.

    Hot Fix B
    http://www.4shared.com/file/uuaMe4Aaba/Remove_1936.html
    Put in this in your FODD mod folder. This is an update for the Remove_1936 batch file so it works properly. This isn't crucial but it's frees up a little disk space and I had fun making this batch file so it's there to use if you want.

    More downloads
    Improved music pack: http://www.gamefront.com/files/21027150/FODD_Music_A.rar

    Installation Instructions for 2.0.11
    1. The version of Darkest Hour you need is 1.02.
    2. Reinstall Darkest Hour fresh if you've already used the 1.03 beta patch.
    3. Then apply the 1.02 patch.
    3. Download the FODD 2.0 installer file. Run it, and browse to or type in the folder location where you installed Darkest Hour.
    4. The installer will install the required files into a subfolder in that location.
    5. All Darkest Hours mods are stored in their own individually named folders inside the \mods subfolder. Once you install the mod, you'll see a FODD folder inside there.
    6. Download the latest FODD patch. This is a rar archive file so you'll need a program like winrar to open it. Extract the files over the top of the FODD folder.
    7. When you start Darkest Hour, you get a game launch screen. It has some settings, and in the bottom right is a drop down box where you can choose to play with installed mods.

    NOTE: If you don't see the FODD subfolder inside the Mods folder, the installer program has accidentally put the folder somewhere else. You can find that and manually cut and paste the FODD folder and all its contents to the correct place.

    NOTE: You could copy the entire Darkest Hour game folder somewhere else. Then have one copy for the mod, patched with 1.02, and have one copy to run Darkest Hour with the latest 1.04 patch. You will need to make an additional desktop shortcut that points to the Darkest Hour.exe file to launch the additional installation. You'll have to research on the internet how to do that yourself, this aint a Windows training service. :)

    NOTE: The installation location for STEAM based games is different to non STEAM based games. I believe the above will still work. If you run Windows Vista or even Windows 7, you need to be mindful that you need permissions to the folders where you install the game.

    *** Run the Remove_1936.bat file inside the mod folder. This deletes the heretical 1936 obsolete scenario. ***

    Extract the latest patch archive file into the \mods\FODD folder, overwriting existing files. You have to install the hotfixes as noted above.

    Regards, and take care!
    The Fallout Doomsday's for Darkest Hour Team
     
    Last edited:
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    FODD 2.4.1 Released!
  • Good day, Paradox Plaza!

    Fallout Doomsday Version 2.4.1 released today!

    Download Link:
    https://www.mediafire.com/file/om57qb417hzcehk/FODD_2.4.1.rar/file
    Checksum: IHIV

    How to install
    : Unrar file. Dump folder on Mods folder of Darkest Hour. Select mod in the Launcher, play mod.

    Well, it has been seven months since 2.4. Sorry it took so long, but this one kind of outgrew its original mission. I only wish it had been bigger and I had more time, but I will travel to Rio de Janeiro in a few days. Should have released four days ago, actually, but there were things that needed to be done.

    Anyway, I hope everyone enjoys it! Updating the OP later, I should be asleep already.

    Have fun everybody, God bless you and Happy Christmas to all!

    Code:
    Changelog 08/12/2021 FODD
    
    - FODD_ID_Numbers.txt: 
            - Updated with some important data.
            - Added Commonwealth data.
            - "Tucson" was written as "Tuscson". Literally unplayable.
    
    ai:
    
        - Numerous new ai files. Too many for me to list. Objective is to enhance the AI by:
            - Making the AIs more active and less passive in general.
            - Make AI nations act closer to their intended canon/fanon portrayals
            - Make the AI stronger and more competitive with the player(s).
            - Make sure every single nation is noticed by the other AIs and vice-versa. Some nations never get attacked or attack anybody because due to how the AI files work, they are practically invincible.
            - Make the AI build better.
            - Make builds more versatile.
        - Not all AIs were improved. On one hand, sad, on the other, an excellent way to test Old vs New AIs. Report any issues and other matters of interest to the Brotherhood Elders, paladins.
        - Changed AIs:
            - Caesar's Legion.
            - Darien Tribes
            - Kansas Free State
            - Junkers
        - Fixed a mistake with the construction of forts in AI files. Namely, the AI setting fort_borders{} was being used with province numbers (say, 735) as parameters, when they should be used with tags as parameters (say, CAL). This is wrong, because the correct setting to assign the ai to build a fort in a province, is fort_provs{}. This is now fixed, both settings are being used correctly now. Expect the AI to actually build forts now.
        - The following province ids used to reference other, older provinces from the old map. All changes I could find were made. The map changed and so they reference the following new provinces now, please alter any references in AI files to these new provinces:
            696 = 20 # Worthington. Currently referes to 6338 # Brainerd.
            2684 = 30 # Moorhead. Currently is 6334 # Saint Cloud.
            626 # Springfield. Was Springfield KS aparently. 
            711 # Wichita. Is now province of Tyler in Texas.
            792 # Topeka. Currently Kansas City.
            
        
        Caesar's Legion/ALB:
        
            - Caesar's Legion Neutrality change: 80/70/60/50/40/30. It was 90 before.
            - Caesar's Legion now uses offensive supply in all dates.
            - Caesar's Legion now builds IC at war after 2250
            - Caesar's Legion can build forts now.
            - Caesar's Legion will now build forts in many provinces East of the Colorado river, bordering it. lvl1 in 2251, lvl3 in 2253, lvl6 in 2255.
            - ALB.ai: Replaced by ALB_2245.ai.
            - ALB_2248.ai: Is now ALB_2249.ai
            - ALB_2250.ai: Is now ALB_2251.ai
            - New AI files: ALB_2245, 2247.ai.
            - References to "Silver City" province replaced with Deming province.
            - Will now target provinces of all enemies. And man, are there LOTS of enemies.
            - The Caesar has marked those nations for death, and the Legion obeys! Ready yourselves for battle!
                - 2245:
                    BRA/Reservation. Now (20/40/50/70/100/120). Was (30/50/50/70/100/120)
                    CAL/New California Republic. Now (5/10/20/40/80/100). Was (5/10/20/30/60)
                    SWE/The Hub Is now (5/10/20/30/30/40). Was (5/10/10/20/30).
                    TUR/Necropolis Is now (5/10/20/30/40/50). Was(5/10/20/30/30)
                    IRQ/The Vipers Now (40/60/80/100/120/150). Was (30/50/70/100/120)
                - 2247:
                    POL/Broken Hills. Is now (0/10/20/30/40/50). Was (0/0/0/10/20/30).
                    ARM/Kurtz' Camp. Is now (0/10/20/30/40/50). Was (0/10/20/30/40).
                    MOR/New Canaan. Is now (0/10/20/40/60/80). Was (0/10/20/30/40).    
                    JAP/Robot Nation. Is now (0/10/20/40/80/100). Was (0/10/20/30/40)
                    GER/Vault City. Is now (0/5/10/15/20/30).
                    POR/Gecko. Is now (0/5/10/15/20/30).
                    SCH/Pioneer Alliance. Is now (0/5/10/15/20/30)
                - 2249:
                    AFG/Kansas Free State (0/0/20/40/60/80)
                    ARG/Harlequins    (0/0/0/20/40/60)
                    BLR/Texas Reformed (0/0/40/50/60/60)
                    TEX/New Church (0/0/20/30/40/50)
                    ITA/Western Brotherhood of Steel (0/0/20/20/30/40)
                    CHC/Shi Empire (0/0/10/20/30/40)
                    AST/Under-Nation (0/0/10/20/30/40)
                - 2251:
                    CAM/Reavers (0/0/0/5/10/20)
                    SPA/East BOS (0/0/0/10/20/30)
                    SOV/Mutant Army (0/0/0/5/10/15)
                    BEN/Beast Lords (0/0/0/10/20/30) 
                    CSA/Manitou Tribes (0/0/0/10/20/30)
                    U53/Nuka Cola Company (0/0/0/10/20/30)
                    CZE/Spiders (0/0/0/20/40/60)
                - 2253:
                    CAN/RCC (0/0/0/0/10/20)
                    QUE/Quebec (0/0/0/0/10/20)    
                    MTN/Calgary Conferacy (0/0/0/0/5/10)
                    ARA/Warriors of Ice (0/0/0/0/10/20)
                    MEX/NROM (0/0/0/0/20/40)    
                    MAD/Mayan Empire (0/0/0/0/20/40)
                    BEL/God-Machine (0/0/0/0/5/10)
                - 2255:    
                    AZB/Dark Cathedral (0/0/0/0/0/40) 
                    HOL/New Arroyo (0/0/0/0/0/60) 
                    PRK/Polar Station Zeta (0/0/0/0/0/60) 
                    USA/FUSA (0/0/0/0/0/90) 
                    BOS/Commonwealth (0/0/0/0/0/20) 
                    ALG/Darien Tribes (0/0/0/0/0/10) 
            
            ALB_2245.ai:
            
                - Erased useless line.
                - References to target: "Silver City" province from the vanilla HOI map replaced with Deming province, where Silver City is.
                
            ALB_2247.ai:
    
                - Just fixed some stuff that wans't standardized. Nothing important, it just annoyed me.
                - Will now build AA in Flagstaff provinces.
                - IC construction setting changed. Caesar's Legion now builds IC while at war after this date and builds more IC in Arizona provinces, especially the more "inner" provinces:
                    ic_at_war = yes
                    force_ic_until = 2245
                    ic_end_year = 2266
                    IC_provs = { 
                    728  # Phoenix
                    730  # Tucson
                    6146 # Gila Bend
                    6147 # Douglas    
                    6148 # Clifton     
                    6154 # Prescott
                    6155 # Globe
                    }
                    
            ALB_2249.ai:
                - Will build naval base in San Luis Rio Colorado(#4357)
                - Caesar's Legion will start researching naval technologies at this date.
                - AI will build lvl1 forts in the following provinces West of the Colorado:
                    - Yuma (#6145)
                    - Parker (#6156)
                    - Kingman (#6153)
                    - Flagstaff (#731)
                    - Tuba (#6151)
                    - Moab (#2678)
                    - San Luis Río Colorado (#4357)
                - Caesar's Legion now builds IC in some New Mexico provinces as well:
                    ic_at_war = yes
                    force_ic_until = 2245
                    ic_end_year = 2266
                    IC_provs = { 
                    725  # Santa Fe
                    727  # Albuquerque
                    728  # Phoenix
                    730  # Tucson
                    6146 # Gila Bend
                    6147 # Douglas    
                    6148 # Clifton     
                    6154 # Prescott
                    6155 # Globe
                    6179 # Deming
                    6180 # Socorro
                    6181 # Grants
                    6185 # Crocker
                    }
                    
            ALB_2251.ai:        
                - Will start building ships after this date. Beware, he who thinks the sea will make you safe from Caesar's wrath!
                
        
        Darien Tribes/ANG:    
            - New files: ALG_2245, ALG_2247, ALG_2249, ALG_2251, ALG_2253, ALG_2255.
            - Darien Tribes now has switch AIs, will change AI according to game date.
            - Darien Tribes starts fortifying after 2249.
            - Darien Tribes will now target more nearby provinces for conquest, as well as correctly targeting the provinces of Mayan Empire, Mexican Raiders and NROM.
            - Darien Tribes will now build more IC in Panaman Ridge Provinces
            - New Neutrality Setting: 95/90/85/80/75/70
            - War settings: 5/10/15/20/25/30
            - New enemies: 
                - HON/Mexican Raiders (5/10/15/20/25/30)    
                - MAD/Mayan Empire (5/10/15/20/25/30)
                - CAL/New California Republic (10 in 2255)
                - ENG/Enclave (10 in 2255)
                - PRK/Polar Station Zeta (10 in 2255)
                - USA/Former USA (10 in 2255)
            - New friends:
                - CSA/Manitou Tribes(5/10/15/20/25/30). Both are tribals who aren't that fond of technology and more interested in old ways.
            - NROM target priorities changed: Was 40. Currently (5/10/15/20/25/30)    
                
                
        Kansas Free State/AFG:
            
            - New AI files: AFG_2245, AFG_2247, AFG_2249, AFG_2251, AFG_2253, AFG_2255.
            - Kansas Free State had obsolete province target and province building priorities. In practice, it would try to target places far from it with a lot of dedication and neglect its own capital and starting provinces, and not build IC and such in all the right provinces, among other strangeness.
            - Kansas Free State now targets Beast Lords provinces.
            - Kansas Free State now targets Robot Nation provinces.
            - Kansas Free State now targets Caesar's Legion provinces.
            - Kansas Free State now targets Harlequins' provinces.
            - Kansas Free State now targets Dark Cathedral provinces.
            - Kansas Free State now switches AI according to the current date.
            - Kansas Free State now changes neutrality with every different AI file: 60/50/40/30/20/10. This means they will make more alliances and military access deals.
            - Kansas Free State will now focus on taking over all of Kansas in order to unify the state.
            - Kansas Free State will produce IC in more provinces.
            - Kansas Free State changes war setting with each file switch: -5/0/5/10/15/20. Still not very aggressive, but over five times more aggressive than before.
            - Now aggressive against the Robot Army (20). Hostile due to Calculator War making people in the region aggressive and distrustful towards machines, cools off with time: 20-15-10-5-0 Non-mutual except for Nasty Mainframe.
            - Keeps aggressive against the Beastlords - 20/15/10/5/0. Cools off in subsequent dates.
            - No longer aggressive against Texas Reformed
            - Kansas Free State AI is now able to use offensive supply after 2247, a time which it is assumed to have enough supplies to attempt so.
            - Will now build AA in the proper provinces
            - Prioritizes border defenses against certain countries.
            - New enemies and agressivity settings:
                - SOV/Mutant Army (5/5/10/10/15/15)
                - NOR/The Huns (5/10/15/20/25/30)
                - TEX/New Church (20/20/25/25/30/30)
                - AZB/Dark Cathedral (0/0/0/5/10/15)
                - ARG/Harlequins (0/0/0/5/10/15)
                - QUE/Quebec (0/0/0/5/10)
                - ARA/Warriors of Ice (0/0/0/5/10)
                - HON/Mexican Raiders (5/10)
                - CZE/Spiders (5/10)
                - ENG/Enclave (20 in 2255)
            - Two nations start off as enemies but relations molify and become friendly:
                - BEN/Beast Lords (20/15/10/5/0/0) (0/0/0/0/5/10)
                - JAP/Robot Nation (20/15/10/5/0/0) (0/0/0/0/5/10)
            - New friends:
                - SPA/Midwestern Brotherhood of Steel: 5/10/15/20/25/30
                - BLR/Texas Reformed: 5/10/15/20/25/30
                - MAD/Mayan Empire (0\0\0\5/10/15).
                - U53/Nuka Cola Company (0/0/0/5/10/15)
                - MTN/Calgary Confederation (0/0/0/5/10)
                - JOR/Vault 10 (0/0/0/5/10)
            
            AFG_2245.ai:
                - Is now antagonic to the Mutant Army. Ghouls of Kansas still remember when the Super Mutants attacked Gravestone and killed several ghouls in an attempt to steal the nuke Plutonius (Fallout Tactics).
                - Now friendly to the Midwestern Brotherhood of Steel. Becomes more friendly with time.
                - Now friendly to Texas Reformed. Becomes more friendly over time.
                - Will not fight Caesar's Legion in this date (too early), only after 2247.
                - Will now build airbase (lvl1) in Kansas City KS properly.
                
                
            AFG_2247.ai:
                - Less neutral (was 60, now 50). Will make more alliances and military access.
                - Increased warmongering (from -5 to 0)
                - More aggression (25) towards New Church.
                - Is now antagonic to the Mutant Army. Ghouls of Kansas still remember when the Super Mutants attacked Gravestone and killed several ghouls in an attempt to steal the nuke Plutonius (Fallout Tactics).
                - Now aggressive against the Robot Army. Non-mutual except for Nasty Mainframe. Cooling aggression (from 20 to 15)
                - Keeps aggressive against the Beastlords. Cooling off (from 20 to 15)
                - Now friendly to the Midwestern Brotherhood of Steel. Becomes more friendly with time.
                - Now friendly to Texas Reformed. Becomes more friendly over time.
                - Increased agression vs Super Mutants
                - Increased agression vs The Huns
            
            AFG_2249.ai:
                - Increased warmongering (from 0 to 5)
                - Decreased neutrality (50 to 40)
                - Becomes friendly to CAN/RCC in this date.
                - Extra aggression towards Caesar's Legion
                - Extra aggression towards The Huns (now 15)
                - Extra agression against Super Mutants (now 10)
            
            
            AFG_2251.ai:
                - Increased aggresivity against some enemies, increased friendship with others.
                - Increased war, decreased neutrality.
                - New enemies: Dark Cathedral (0/0/0/5/10/15)
                - New enemies: Harlequins (0/0/0/5/10/15)
                - New friends: Mayan Empire (0/0/0/5/10/15)
                - New friends: Nuka Cola (0/0/0/5/10/15)
                - AI now has priority to guard borders against the Dark Cathedral.
                - Now targeting essential provinces of new enemies
                - Division building priorities changed: 
                    light_armor = 15 # Was 10, now 15, due to open spaces of the Midwest
                    garrison    = 5  # Was 10, now 5
                
            AFG_2253.ai:
                - New friends: 
                    - Calgary Confederation (5/10)
                    - Vault 10 (0/0/0/5/10)
                    - Beast Lords (5/10)
                    - Robot Nation (5/10)
                - New Enemies:
                    - Quebec (0/0/0/5/10)
                    - Warriors of Ice (0/0/0/5/10)
                    - Mexican Raiders (5/10)
                    - Spiders (5/10)
                - Now targeting essential provinces of new enemies.    
                - Now produces IC while at war
            
            AFG_2255.ai:
                - New friends:
                    - Polar Station Zeta (50, due to being alliance leader)
                    - New Arroyo (20, late bonus)
                - New enemies:
                    - Enclave (20)
                - Now targeting essential provinces of new enemies.        
                - Divisions:
                    paratrooper         = 8 # Was 10
                    marine                 = 8 # Was 10
                    destroyer             = 2
                    transports             = 2
                    The objective here is to make Kansas build a pretty small naval presence if it somehow makes it to 2255.
                
     
        Junkers/ANG:
            - New files: ANG_2245, ANG_2245, ANG_2247, ANG_2249, ANG_2251, ANG_2253, ANG_2255.
            - war setting change: 0/5/10/15/20/25. Was 0. Junkers are not meant to be very aggressive, more opportunistic.
            - neutrality setting change: 55/45/35/25/15/5.
            - From 2245 to 2247 file (actually until 2249), Junker AI is all about the Civil War - at least until I make a civil war-only AI file for Junkers in the future, that is.
            - max_land_level = 2/4/4/6/8/10.
            - Will now protect Eire province.
            - Max AA level = 1/2/3/5/7/10
            - use_offensive_supply = yes. So Junkers will now use offensive supply.
            - Correctly targeting all starting provinces of its enemies.
            - Enemies and agressivity settings:
                - ARA/Warriors of Ice (0/0/5/10/15/20)
                - ALG/Darien Tribes (0/0/0/0/0/2)
                - AZB/Dark Cathedral (0/10/20/30/40/50)
                - SPA/East BOS (0/0/5/10/15/20)
                - USA/FUSA (25/35/45/55/65/75)
                - CAL/NCR (0/0/0/0/5/10)
                - PRK/Polar Station Zeta (0/0/0/0/0/20)
                - AUS/Rad-Zombie Apocalypse (20/40/60/80/100/120)
                - CZE/Spiders (0/0/0/5/10/15)
                - BLR/Texas Reformed (0/0/5/10/15/20)
                - AST/The Under-Nation (0/0/0/0/2/4)
            - Friends:
                - BEN/Beastlords (5/10/15/20/25/30)
                - ARG/Harlequins (0/0/0/10/20/30)
                - ALB/Caesar's Legion (0/5/10/15/20/25)
                - BOS/Commonwealth (0/10/20/30/40/50)
                - DEN/Den (10/20/30/40/50/60)
                - ENG/Enclave (0/0/0/10/20/30)
                - SWE/Hub (0/5/10/15/20/30)
                - AFG/Kansas Free State (0/0/0/5/10/15)
                - HON/Mexican Raiders (0/5/10/15/20/25)
                - FRA/New Reno (0/5/10/15/20/25)
                - U53/Nuka Cola Company (0/10/20/30/40/50)
                - CAN/RCC (30/35/40/45/50/55)
                - NOR/The Huns (0/10/20/30/40/50)
                - TEX/The New Church (0/0/5/10/15/20)
                - IRQ/The Vipers (0/5/10/15/20/25)
                
            ANG_2245:
                - Junkers no longer have combat = with the following nations, because there's no reason for them to do so in 2245:
                    SOV = 10 # Mutant Army
                    SPA = 20 # East BOS 
                - Will no longer befriend nations in this date:
                    ALB = 30 # Caesar's Legion
                    ARG = 20 # Harlequins    
                    FRA = 30 # New Reno
                    IRQ = 10 # The Vipers
                    HON = 30 # Mexican Raiders
                    NOR = 30 # The Huns
                    SWE = 10 # Hub
                - No longer targeting the following provinces:
                    641 = 40 # Louisville (its two states over, its better served focusing on the civil war)
                    671 = 40 # Nashville (its in frigging Tennesse, what is even the point here?)
                    616 = 20 # Detroit (RCC-owned, also RCC is a friendly right now)
                - max_AA_level = 1 # Was 4
                - AA_provs = { 
                    614  # Pittsburgh 
                    2686 # Eire 
                    6377 # Washington, PA 
                    6378 # New Castle     
                - air_base = no # was yes (not for a while, there's no need for that)
                fort_borders = { 
                USA # FUSA
                }    
                - fort_provs = {
                    614  # Pittsburgh 
                    2686 # Eire 
                    6377 # Washington, PA 
                    6378 # New Castle 
                    }    
                - ic_at_war = no # Was yes (full focus on IC for civil war, no time to build IC now)    
                - IC_provs = { 
                    614  # Pittsburgh 
                    2686 # Eire 
                    6377 # Washington, PA 
                    6378 # New Castle 
                    }
                    
            ANG_2247:        
                - max_AA_level = 3 # Was 4
                - fort_borders = { 
                USA # FUSA
                AZB # Dark Cathedral
                }
                
            ANG_2249:
            
                - fort_borders = { 
                CAN # RCC
                AZB # Dark Cathedral
                AUS # Rad-Zombie Apocalypse
                SPA # East BoS
                USA # FUSA
                }
                - ic_at_war = yes # 
                - country_priorities = {
                AUS = 20
                AZB = 20
                CAN = 5
                SPA = 10
                USA = 20
                }
                
                ANG_2251:
                - air_base = yes #
                - fort_borders = { 
                    CAN # RCC
                    AZB # Dark Cathedral
                    AUS # Rad-Zombie Apocalypse
                    SPA # East BoS
                    USA # FUSA
                    }
                - country_priorities = {
                    AUS = 20
                    AZB = 20
                    CAN = 5
                    CZE = 5
                    SPA = 10
                    USA = 20
                    }
                    
            ANG_2253:
            
                
                - Junkers AI will go nuts with building IC in all Pennsylvania and West Virginia provinces it has.
                    IC_provs = { 
                    614  # Pittsburgh 
                    604  # Harrisburg
                    608  # Philadelphia
                    609  # Bradford
                    610  # Scranton
                    618  # Altoona
                    629  #    Wheeling
                    630  # Huntington
                    2686 # Eire 
                    2688 # York
                    6377 # Washington, PA 
                    6378 # New Castle 
                    6379 # DuBois
                    6380 # Allentown
                    6381 # Williamsport
                    6473 #    Charleston, WV
                    6474 #    Beckley
                    6475 #    Fairmont
                    6476 #    Martinsburg
                    6477 #    Webster    
                }
    
    
            
    
        New California Republic/CAL:
        
            - CAL_2245.ai, CAL_2247.ai, CAL_2249.ai: Decreased the NCR's aggression towards Caesar's Legion. Made NCR perceive the White Legs and their provinces. Some other minor changes.
    
    
    config:    
    
            event_text.csv:
                Broken Hills:
                    - Added proper event name, descriptions and action names for the event "Expedition Dangers" (Event 14010). For some reason, they were absent. See also: Broken_Hills.txt in events.
                    - Added proper event name, descriptions and action names for the event "Covert Hunt Outcomes" (Event 14026). For some reason, they were on the event file rather than the event_text file. See also: Broken_Hills.txt in events.
                    - Added proper event name, descriptions and action names for the event "Overt Hunt Outcomes" (Event 14027). Fixed event name. For some reason, they were on the event file rather than the event_text file. See also: Broken_Hills.txt in events.
                End Game events:
                    - RCC's action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                    - Nations which attack everyone during the End War won't merely say "We Will Not Join". This is now for real neutrals.
                    - Corrected "battelfield" to "battlefield" in the Mutant Army's End War event. Literally unplayable.
                    - "Warlord Gammorin Decides the Mutant Future": Changed description, original was too simple.
                    - Many End War choices now have flavour in their choices for certain nations.
                    - "The City of the Dead Chooses" no longer refers to the FUSA due to them possibly dying in the civil war.
                Gaining Control:
                    - Updated the Gaining Control events to account for Illya's changes.        
                General:
                    - Tadziomencel leaves event: The ending of Tadz's message had an extra ". Literally unplayable.
                Manitou Tribes:
                    - Manitou Tribes event: "Louisiana Tribal Nation", now correctly titled "Manitou Tribal Nation".    
                Mayan Empire:
                    - 'Devices' in the intro event was mispelled as 'devises'. Literally unplayable.
                NCR:
                    - "History of the Rangers" event changed a little to account for newer lore.
                    - "Tandi speaks on slavery" Now has an actual speech, hopefully very Tandi-like.
                Unifications:
                    - "Arizona United" description no longer lines up with the lore, rewritten. 
                    - "Oregon United": 
                        - "Tribe of the Sea Dancers" no mispelled as "teh Sea Dancers". Literally unplayable.
                        - "Klamath Falls" is now Pioneer Alliance as it should be. A little fix to some old writing.
                        - Also added something extra.
                White Legs:
                    - White Legs tribal raids event: "What is ours is ours, what is theirs is ours too!", not "What is theirs' is ours, what is ours is ours!" It sounds better now.
                    
            
            province_names.csv:
                - San Luis Obispo (6125) province still had its original name. Fixed, its now Lost Hills.
                    Note: I know, its actually NOT in the original Lost Hills. Lost Hills is located more or less in the last western tip of Visalia province. Giving Visalia to the Brotherhood, however, would pretty much cut the NCR in half. Also the province itself is too big. That can only be fixed with map modding, something I am going to hold off for a good while. So San Luis Obispo is right now the best place the Brotherhood can be in.
                
                
            scenario_text.csv:
                - Calgary Confederacy scenario text: Was saying "resources war" instead of "Resource Wars". Literally unplayable.
                - Quebec had no scenario description, added one. 
                - Fixed too many quote marks on Nuka Cola's description
                - Kurtz' Camp description had incompatibilities with in-game lore from Fallout New Vegas. This is no longer the case. Thank you to John Henry Eden for bringing it to my attention.
                - NROM description description had incompatibilities with in-game lore from Fallout New Vegas. This is no longer the case. Also, the description was expanded on. Thank you to John Henry Eden for bringing it to my attention.
            
            unit_names.csv:
                - motorboats are no longer called a "squadron" even through there's just a single one.
            
    db:        
    
        - armynames.csv:
            - MOR/Canaan had Morrocan army names. Fixed it by adding a few army names pertaining to LDS history and New Canaan lore. Hopefully they will make those army names more diverse and interesting.
    
        - building_cost.txt:
            - Infra building cost is now 1 (was 3), just like in vanilla. However, it now takes 80 days (base) to build infra. Subject to further change.
            - Land Fort and Coastal fort building time (base) is 100 days (was 80).
            
        - revolt.txt:
            - More comments.
            - Changed reference to an old province called "Repulse Bay" to "Port Nelson". Any similar reference must be changed in other files.
            
        - Province.csv: 
            - Resources from all provinces in-game taken to scenario files. This will make the amount of on-map resources more transparent and easier to account for.
            
    
        events:        
        
            Broken_Hills.txt:
                - Added proper event name, descriptions and action names for the event "Expedition Dangers" (Event 14010). For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
                - Added proper event name, descriptions and action names for the event "Covert Hunt Outcomes" (Event 14026). For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
                - Added proper event name, descriptions and action names for the event "Overt Hunt Outcomes" (Event 14027). Fixed event name. For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
        
            Commonweath.txt:
                - Small adjustment to joining events; they now set a important flag. Also, the free choice event is player-only.
                
            End_game.txt: 
                - The Tides of War (104109) event now requires victory points = 250 to fire (Was 340. Was 170). 
                - Most nations can now choose to declare war against all the three alliances at once, similar to what some super-aggressive nations already do. This is what the game called "Neutral" before and I now call the "Wildcard" option. This is for both players and AI. Some nations will be more or less prone to this. A few nations will ALWAYS go Wildcard, such as the Zombie Apocalypse.
                - Added new End War events for the following nations:
                    - Beastlords
                    - Calgary Confederacy
                    - Commonwealth
                    - New Canaan
                    - Nuka Cola Company
                    - Quebec
                    - White Legs
                - The new End War Standard Political Matrix:
                    Dictatorship of Man:
                        Fundamentalist Oligarchy
                        Pre-War Government 
                    American Unity:
                        Post-War Republic
                        Military Technocracy 
                    Jihad:
                        Anarchic Commune 
                        Traditional Customs
                    Neutral or Wildcard:
                        Criminal Corporation 
                        Enforced Elitocracy 
                        Merchant State
                        Organized Gang
                    - Note: Mutant Nations (Necropolis, Mutant Army, etc) follow different rules, because they cannot join the Dictatorship.
                    - Note 2: Many nations have their own rules for this. Some will always join a certain side (New Arroyo will always go Jihad, for example), many have their own special weird rules.
                    
                - Fixed certain AI countries' ability to join alliances:
                    - NROM will now join properly, rather than being locked into neutrality most of the time. The AI can also join the Jihad, althrough that's unlikely. It can also go Wildcard, but that's unlikely.
                    - Previously, NCR only joined the Jihad - unless they had the Mandate of Authority. Now they can join any faction.
                    - Necropolis AI is also now able to choose any alliance, it would go neutral before.
                    - Mayan Empire now uses the same rules for joining alliances as most human nations do.
                - RCC's action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now. 
                - Manitou Tribes can now choose to join the Dictatorship of Man, and also go Wildcard. The AI won't, but players now have the two possibilies.
                - NROM now has their own messages for joining up Alliances.
                - RCC also has their own special action message for joining the Dictatorship and for fighting everyone.
                - Caesar's Legion action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                - RCC AI is now able to join the Jihad with the right conditions.
                - Fixed some issues with flag setting and modification that may have been breaking the sequencing.
                    - Fixed a possible bug with the sequencing in RCC's events which may have breaking some things.
                    - Fixed another possible issue with the sequencing in Pioneer Alliance's events which may have been breaking some things.
                    - Fixed New Church's possible sequence issues
                - Den now has a special action message for joining the American Unity.
                - Darien Tribes now has the option of not joining the war at all or attacking everyone. 
                - Harlequins now have the option of not joining the war at all or attacking everyone. 
                - The Huns now have the option of not joining the war at all or attacking everyone.
                - New Church can now join the Jihad (probably won't, but it can)
    
            
            gaining_control.txt: Updated to Illya's new Gaining Control model. It is now possible to:
                1. Take control of land owned by non-enemy, non-wasteland and non-rebel countries.
                2. Give back land which belongs to other countries which are not enemies.
            
            Decisions.txt:
                - Fixed "Buy Imp. Rocket Company" giving a Missile Company rather a proper Improved Rocket Company. This was clearly making Rockets the superior choice to Avengers, and for the money-rich, made researching an entire group of attachments an waste of time.
                - Fixed a number of Invalid String ID [name] warnings in events 610404 - 610407.
                
            Enclave.txt:
                - Invalid String ID [name] warnings in event 11105 
            
            General.txt:
                - Gave new "Nation Gone" events to:
                    - Calgary Confederacy
                    - Commonwealth
                    - New Canaan
                    - Nuka Cola Company
                    - Quebec
                    - Vault 10
                    - White Legs
            
            White_Legs.txt:    
                - White Legs given a -20% supply efficiency penalty. This is to simulate the fact White Legs are literally rapacious tribals who do not undertake any sustainable activities. This is canon, as in canon, the White Legs' tribe was expanding by the time of Honest Hearts and stretching their capability to provide for themselves - which is why they wanted to join the Legion so hard. This is a little test of a future gameplay mechanic.
                
            Pioneer_Alliance.txt:
                - Fixed bug where Pioneer Alliance obtaining Eugene would sleep the Gaining Control event for Colorado Springs instead of the event for Eugene.
                
            Raids.txt:
                - Caesar's Legion no longer raids New Reno. This never made sense, because New Reno is quite closely tied with the Slavers' Guild. Rather, the Legion will now raid the New Church, but only if The Vipers no longer exist - essentially, without the Vipers on the way, Legion raiding parties can get to Texas.
                
            Unifications.txt:
                - Fixed bug making Panama harder to unify.  This happened because the Panaman Ridge region has 14 provinces, but only 7 are on the map - the other ones belong are in South America. Panama Unification now only requires owning 3 out of 7 provinces, rather than the previous 7 provinces. It doesn't mean much right now, but it will be more important in the future.
                - Unifications in provinces with gold and silver reserves no longer give a flat money income. Rather, it gives a bonus in ic production of X resources ({ type = industrial_modifier which = [money] value = [] }). I roll dice twice to determinate a max cap, then roll a dice with the number of the cap to determine the total number.
                    - Utah Unification no longer gives 27.11 money, but rather type = industrial_modifier which = [money] value = [2.71], or +2.71% industrial modifier for producing money.
                    - New Mexico Unification no longer gives 14.80 money, but rather industrial_modifier which = [money] value = [5.92], or +5.92% industrial modifier for producing money.
                    - Colorado Unification no longer gives 9.28 money, but rather industrial_modifier which = [money] value = [3.24], or +3.24% industrial modifier for producing money.
                    - Nevada Unification no longer gives 48.45 money (no seriously, that was insane), but rather industrial_modifier which = [money] value = [12.11], or +12.11% industrial modifier for producing money.
                
        units:
    
            divisions:
            
                bergjaeger.txt:
                    - Super Mutants can now have two brigade attachments per unit.
                    
                d_rsv_33.txt:    
                    - Power Armor is now allowed two brigade attachments per unit.
                    
                    
    map:
    
        adj-defs:
    
            - Ships in Eugene Province are now able to properly go into the sea and back. Before, they could't get out of Eugene province.
            - It is now possible to go from the Great Lakes to the Fleuve Saint-Laurent:
                Lake Huron (3008) to Lake Eire (3009). Sea.
                Lake Eire (3009) to Lake Ontario (3010). Sea.
                Lake Ontario (3010) to Fleuve Saint laurent (4250). Sea. I'm going to try something new by setting the province it will go through to 574 (Quebec)
                
        navaldist.tbl:
    
            - New navaldist file in order to allow the connection changes.
            
            
    scenarios
    
        2245:
        
            - Off-map resources no longer count as points in land. This means that conquering land occupied by a country with off-map resource income, shall no longer increase Victory Points without a corresponding increase in income. This was making me wonder why so many minor nations possessed relatively large VP counts, even compared to majors like the NCR. This also means its harder to trigger Warmonger.
            - Victory Points that do not come from resources in-province are being purged. These usually are in Wastelands.inc, but also from vp.inc. If you see any Victory Points areas that have no resources, bases or anything on them, report to the Brotherhood Inquisitors and we shall do with them what we did to the HR callendar. Remember that one? No? Good.
            - Victory Points are being recalculated across the board. Many nations have province with wrong VP number calculations, somebody made a math mistake (probably me, Slaughter).
            - Province Infraestructure ported from province.csv to scenario files, just like resources. Why? Because having to use province.csv AND the scenario files to fiddle with things is a pain in the ass, and scenario files are far more confortable and organized to me.
            - Less bases pre-placed on the map as a whole, and the ones that remain are lower-level. Want a high-level airbase? BUILD IT.
            - Infra levels were also changed across the board, generally downwards - this IS a post-apocalyptic wasteland, after all. Low infraestructure should be norm, with the odd high infraestructure. A few states' infraestructure is also too homogenous. Many provinces were changed via dice roll, to make it more random and account for nuclear strikes and neglect. Its very simple: Roll a dice equal to the number of the infraestructure, diminish the infra by this number (so -1 = 10% or -0.1 infra), unless its equal, then keep it.
            - Fixed (possibly) "The Altoona Bug": Altoona province (618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the province id number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND especially the Dark Cathedral, because it got this province when it revolted in the Civil War. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop. Simiarly, fixed a "Sherbrooke bug" that was causing similar issues (resources supposed to be in Sherbrooke were going to George Town... a province in the Caribbean).
            - Resource Revamps: Changed the way metals, rares and energy derived from mineral sources (coal and uranium) are calculated in my new real-life based resources. Some more details:
                - If the resource is less than 1, assume the full value.
                - If between 1 and 9, roll a single dice to determine percentage.
                - Above 10, roll two dice: An 1d10 to determine the maximum cap and another dice decided by the first throw. First throw determines how much % of that deposit is still recoverable, and the second determines how much can be accessed right now. For example: 20 metal, roll 1d10 = 5. 5 = 50%, which means the maximum that can be extracted is 10 metals or 50%. Then we throw a 1d5, let's say it comes 2/20%. This means that upon map start, there will be 4 metal on the map.
                - After 150, there's a further -10% maximum cap, so first roll becomes a 1d9 after 150, 1d8 after 300 and so on.
                - The difference between the two dices doesn't matter in practice... for now. But it will be pretty important in... future plans.
            
            Broken Hills.inc:
            
                - Lovelock (6143) infraestructure went from 80% to 50% (infra nerf by dice-roll).
                - Lovelock now has 33 Victory points, increased by +1 (wrong calculation).    
            
            Beastlords.inc:
                
                - Updated minor description inside
                - Added province.csv data to scenario file.
                - Cape Girardeau (6365) infra nerf, from 80% to 60% - it was too much, but 60% kept to the average of the area. Also, has an extra vp now.
                
                
            Caesar's_Legion.inc:
    
                - Added Arizona provinces csv info to this file.
                    - Infraestructure nerfs by dice roll.
                - Fixed Victory Points (were often not counting csv resources)
                - Phoenix now has 6 victory points, up from 2.
                - Two Sun/Tucson now has 13 victory points (was    11).
                - Globe (6155) now has 8 victory points (was 10).
                
                
                
            Commonwealth.inc:
    
                - Fixed bug where Commonwealth's capital was located in Washington D.C, for some reason, even through it did not own that province.
                - Added some province.csv data
                    - Infra nerf by dice roll.
                    
            Darien Tribes:
                - Added province.csv data
                - Panamá (888) victory points changed to 5 (Was 3) 
                - Darien Tribes can now enter Wasteland territory and take marauder-owned land - it was a simple matter of not having military access to REB.
                
            Dead_Islands.inc:
                - Attu Station (3558) victory points changed to 1 (Was 2) 
                - Added Kiska (7299) data.
                
            Den.inc:
            
                - Alturas province (6133) VPs changed from 20 to 16.
                
            East_BOS.inc:
                - Chicago (620) victory points changed to 29 (Was 26), vps weren't counting all the bases from Installations.inc.
                - Peoria (625) victory points changed to 7 (Was 9)
                - Added Aurora province (6396) data.
        
            Enclave.inc:
                - Adding CSV data to Enclave scenario data (Alaskan Provinces)
                - Eureka/Navarro Base province (766) no longer is defined both in this file AND Navarro.inc. Now it is only defined in Navarro.inc, to prevent issues with two provinces being defined at once.
                - Dillingham (548) now has 11 victory points (Was 12)
                - Anchorage (549) now has 12 victory points (Was 9)
                - Kodiak Island (6869) now has 0 VPs (Was 5)
                - Cold Bay points = 3 # Was 5
                - Unalaska resources are now in the scenario file, not in province.csv
                - Unalaska Island (692) victory points are now 43 (Was 5 for some reason, 45 before that)
                - Honolulu province (663):
                    - Was labelled Pearl Harbour, fixed.
                    - Removed 1 vp.
                
            Former_USA - Boston.inc
                - Minor adjustments
                - Added New Jersey info from province.csv.    
                    - Infraestructure nerf. All done in Former_USA - Boston.inc.
                - Added Massachussets Wastelands data from csv 
                    - Infra nerf by dice roll.
                - Richmond and Norfolk with each other's names, lulz.
                - Norfolk province (623) now has 4 VPs (was 2). Wans't accounting for installations VPs properly, althrough they were nerfed in this version.
                - Added West Virginia data from csv and fixed errors.
                    - Wheeling was described as Charleston, old map weirdness. Fixed.
                    - Wheeling now has 9 VP, rather than the 12 it had (11 from the file and +1 from vp.inc)
                    - Huntington (Clarksburg in the old map) went from 4 to 5 VPs (resources were adjusted before but not the VPs, aparently).
                    - Infra nerfed by dice roll.    
                - Added Virginia data from csv.
                    - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files.
                    - Newsport News (6471) victory points changed to 1 (was 2)
                - Added lvl2 coastal forts in DC to keep the 13 VP value.
                - Added Maryland-Delaware province data from province.csv.
                    - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files.
                - Added Connecticut-Rhode Island Wastelands provinces and province.csv data
                            - Infra nerf by dice roll.
                - Added Pennsylvania data from province.csv
                    - Philadelphia (608) victory points changed to 5 (Was 6)
                    - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
                - Added New York data from province.csv
                    - Infra nerf by dice roll except in provinces which were already balanced and logical.
                    - New York (602) victory points changed to 7 (was 8)
                - Fixed "The Altoona Bug": Altoona province (#618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND especially the Dark Cathedral, because it got this province when it revolted in the Civil War. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop.
                - Fixed Newark (#603) VPs. It had 7 VPs + 1 from the vp.inc file, when the correct number was 5.
                
             
            Gecko.inc:    
                - Gecko/Vale(6103) victory points changed to 37 (Was 39).
            
            Hub.inc:
                - Off-map resource income no longer counts as province VPs.
                - San Bernardino now has 19 VP, decreased from 35, because off-map resources were being counted. Correct amount is 32, actually, the calculation was wrong.
                
            Ice_Wastes.inc:
                - Added Northwest Territories province.csv data
                    - Did not mess much with the infra levels here, too little already.
                - Yellowknife (558) now has 16 (was 15) victory points.
            
            Installations.inc:
                - Minor changes.
                - Generally removed a lot of those vanilla E3 map cookie-cutter 1/4 AA/Airbase bases in state capitals and such.
                - Took out Washington's DC bases, as they were too high (10/10 air/naval bases? Holy shit) and transfered the lvl4 AA to the FUSA Boston file.
                - Removed 20 levels of bases, 10 air and 10 naval bases. Ported 1lvl of AA into NCR.inc file. Too high and too easy for the NCR to obtain max-level naval and air bases.
                - Removed 3/4/8 AA/air base/naval base from Los Angeles (762). Current levels are 1/4/2, respectivelly.
                - San Francisco instalations removed, the Shi_Empire.inc file already covered those. Also, 10/10 air and naval bases were too much.
                - Salt Lake City (733) had 1 level of AA and a level 10 airbase. This is no longer the case and both things have been removed - SLC was violently bombed according to Honest Hearts, so it makes no sense for all that infraestructure to be there.
                - Current size of Denver airbase is now 0, it will increase with time.
                - Portland's airbase level changed to 1 (was 4)
                - Seattle (780) naval/air base levels changed from 10/10 to 4/4. The levels are intentionally higher than LA and San Diego, to show that Seattle was not as severely nuked.
                - Bases wrongfully allocated to Lawton (713) are now correctly pointed to Oklahoma City (793).
                    - Base values changed: From 1/4 AA/Air Base, to 1 Air Base. Also the province now has a landfort.
                - Bases wrongfully allocated to Oklahoma City (793) are correctly pointed to Tulsa (2682). 
                    - Base values changed: From 1/4 AA/Air Base, to merely 3 AA.
                - Bases allocated to Omaha (790) were wrongfully pointed to Lincoln (789) province. Fixed.
                - Bases allocated to Minneapolis (2261) were wrongfully pointed to Rochester (693) province. Fixed.
                - Minneapolis (2261) airbase level changed to 2 (was 4)
                - Saint Louis (689) airbase level changed to 2 (was 4)
                - Milwaukee (621) AA/air base levels changed from 1/4 to 3/1. Why? Because there's a lot of state capitals with a 1/4 level for some reason. This makes Milwaukee a bit different.
                - Chicago (620) airbase level changed to 5 (was 10). Was too high.
                - Detroit (616) AA/air base levels changed from 1/4 to 3/1.
                - Deleted bases in Memphis (673) because I think I wanted things to be different here.
                - Charlotte province (637) no longer has any airbases. Went from 4 levels to 0, and AA went from 1 to 5.
                - Removed 1 lvl AA and 4 lvls of air base in Biloxi
                - Removed 1 lvl AA and 4 lvls of air base in Atlanta (670).
                - Removed 4 lvl of air base and added 2 lvls of AA in Charleston, SC (644).
                - Miami AA, Airbase and Naval Base values changed to 2/2/2, respectively (was 1/10/10)
                - Bases in Pearl Harbour had the wrong province id.
                - Pearl Harbour (7242) bases went from 3/10/10 AA/Naval Bases/Air Bases, to 3/5/5 respectively.
                - Louisville (641) AA/air base levels changed from 1/4 to 3/0.
                - Norfolk (632) bases changed from 4/10/10 Anti-Air, Air Base and Naval (24 levels total), to 4/5/5 (14 levels), respectively. Too strong.
                - Pittsburgh (614) bases changed from 1/4 Anti-Air, Air Base, to 4/1 AA and airbase respectively.
                - Syracuse (592) bases changed from 1/4 Anti-Air, Air Base, to 1/2 AA and airbase respectively.
                - Removed New York (602) bases, which were 4/10/10 for Anti-Air, Air Base and Naval Base respectively. This is too much, and not to mention, there are already bases defined in the scenario files, so those bases in the Installations file make no sense.
                - Removed Two Sun/Tucson bases (1 AA/4 Airbase).
                - Removed Sacramento (764) bases (1 AA/4 Airbase).
                - Removed Santa Fé (725) bases (1 AA/4 Airbase)
                - Houston (716) bases changed from 1/4 Anti-Air, Air Base, to 1/1 AA/Air Base. Still the same points because Houston now has a landfort.
                - Deleted 1/4 AA/Air Base bases at Little Rock (683) province in Arkansas.
                - Deleted 1/4 AA/Air Base bases at Bismarck (698) province in North Dakota.
                - Boston (600) bases changed from 3/10/10 Anti-Air, Air Base and Naval Base, to 3/4/4 AA/Air/Naval Base.
                - Vancouver (541) bases changed from 3/10/10 Anti-Air, Air Base and Naval Base, to 3/3/3 AA/Air/Naval Base.
                - Winnipeg bases changed from 1/4 AA/Airbase to 1 airbase.
                - Took out Ottawa (588) bases: 3/4 AA and Airbase.
                - Removed the enormous bases in St. John's (576) province (once Newfoundland), as the Wasteland.inc file already has a few bases for it.
                - Halifax province (579) bases changed from 1/4/10 AA/Air/Naval base to 1/2/3 AA/Air/Naval base, respectively.
                - Fixed bases being pointed to León de los Aldama (747) instead of Monterrey (745) due to old map shenanigans.
                - Puerto Barrios (2649) bases changed from 1/4/4 AA/Air/Naval Base, to 1/2/2 AA/Air/Naval base, respectively.
                - San José (540) bases changed from 1/4/10 AA/Air/Naval Base, to 1/2/4 AA/Air/Naval Base, respectively.
                - Tegucigalpa (760) bases changed from 1/4/4 AA/Air/Naval Base, to 4/2/3 AA/Air/Naval Base, respectively. Also fixed province id, it was pointing to Choluteca (4299).
                - Andros Town (2963) bases changed from 1/4 AA/Airbase to 1/1 AA/Airbase, respectively. Was also using Nassau's province ID (652) mistakenly.
                - Havana (654) bases changed from 1/4 AA/Navalbase to 1/2 AA/Navalbase, respectively.
                - Guantanamo Bay Naval Base (894) bases changed from 1/4/10 AA/Air/Naval Base, to 10/2/3 AA/Air/Naval Base, respectively.
                
                
                
                
            Junkers.inc:
                - Corrected VP count of Pittsburgh from 13 to 15, did not correspond to its resources.
                - Added Pennsylvania data from province.csv
                    - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
                
            Kansas_Free_State.inc:
    
                - Corrected province ID/name relations.
                - Added resources from CSV into scenario file. This also had a few other effects, such as a small VP increase.
                - Topeka (6231) now has 5 victory points (was 7)
                - Lawrence (6232) now has 3 vps (Was 5)
                - Kansas City, KS (792) victory points changed to 6 (was 8)
            
            Kurtz's Camp.inc:
                - Fixed base of Kurtz' helicopters. They were based in Las Vegas, when they should have been based in Manti (his current capital).
                - Manti now has 40 infra.
                - Added province.csv data.
                - Resource Revamps:
                    - Utah:
                        - Manti (6162) province:
                            - energy = 102.43 # scenario (10) + 92.43. Willberg Coal Mine (4.47 40/40%), Sufco Coal Mine (13.5 30/30%), Dugout Coal Canyon (2.02/6.75 30/100%), Crandall Canyon Coal Mine (1.52/5.08 30/100%), Skyline Complex Coal: (6.75/11.25 30/50%), Trail Mountain Coal (13.05/15.66 50/60%), San Rafael River Distrct/San Rafael Project: 44.37 U Energy (30.88 50/50% + 13.49 40/40%). Was 222.12. Was 10.
                            - victory points = 13 (Was 25)
                
            Manitou_Tribes.inc    
                - Baton Rouge (6274) now has 0 victory points (was 1) 
                - Added Biloxi data.
                - Mobile (678) now has 6 victory points (was 8) 
                - Pensacola (676) now has 4 victory points (was 5) 
                - Added province.csv data.
                - Infraestructure nerf by dice.
                
            Metis confederacy.inc:
                - Calgary (797) now has 10 victory points (was 8) 
                - Claresholm (6819) now has 2 victory points (was 3) 
                
            Mexican_Raiders.inc:
                - Saltillo (742) now has 8 victory points (was 13)
                - Monterey (745) now has 6 victory points (was 11) 
                - Added province.csv data.
            
                
            Mutant_Army.inc:
                - Minneapolis (2261) now has 13 victory points (was 17) 
                - A boit of infra nerf by die roll.
                
            
            Navarro.inc:
                - Eureka/Navarro base IC went from 8 to 5, due to not counting off-map resources anymore.
            
            NCR.inc: 
                - San Diego (761) VPs changed from 11 to 8.
                - Added California data from province.csv.
                    - Infraestructure rebalance to some provinces.
                - Added 1 level of AA to San Diego ported from Installations.inc
                - San Diego no longer has 10/10 naval/air bases. Currently it is 2/1, which is far more realistic and balanced. This change happened at the Installations.inc file, but its important to detail it here as well for balance reasons.
                - Removed 3/4/8 AA/air base/naval base from Los Angeles (762). Current levels are 1/4/2, respectivelly. Most of it was removed from Installations.inc, but some of it was ported, such as the naval base and AA. Point calculation was wrong, but this change meant it would continue with 19 VP was before.
                - Santa Barbara province (2709) victory points changed from 5 to 4. Calculation mistake, aparently.
                - Shady Sands/El Portal (6117) had a wrong victory point calculation. Was 19, now 18 VP.
                - Porterville(6124) province now has 40% infra.
                - Stockton (6129) VP increased to 2, was 1 (didn't take csv infra in account).
            
            Necropolis.inc:
                - Off-map resources no longer count as in-province VPs. 
                - Necropolis/Bakersfield province VPs diminished from 23 to 11. Also, correct amonut was 21 not 23.
                
            New Arroyo.inc:
                - Arroyo/Marshfield (6107) victory points diminished to 12 (Was 13)
                - Corvallis (6108) victory points changed to 7 (Was 10).
            
            New_Canaan.inc:
                - Salt Lake City manpower changed from 0.5 to 1, because 0.5 doesn't show up on the map and doesn't work (a pity).
                - Added province.csv Utah data.
                - Ogden (6159) victory points changed to 9 (was 5)
                - Resource Revamps:
                    - Utah Resource Revamps:
                        - Salt Lake City (733):
                            - rare_materials = 45.31 # scenario (1) + 43.71 from Bingham Canyon Mine/Kenneth Copper Mine (20/25, 40/50% Mo + 21.2/23,85 80/90% Mo + 2.51 100% Cu), White Pine District (0.96/1.60 60/100% Mo). Was 81.61.  Was 1.
                            - Salt Lake City victory points changed to 9 (Was 16)
            
            New_Reno.inc:
                - Reno province VPs corrected. 26, not 25.
                - Added Nevada province.csv data.
                    - Infraestructure nerf by dice roll.
                    
            NROM.inc:
                - Added province.csv data
                - Pueblo (741) had the ID of the province of Chilpancingo de los Bravo (4326), which meant the later got resources meant for the former. Both belong to the NROM, but that is still wrong. Fixed.
                - Acapulco de Juárez (751) victory points changed to 9 (Was 7).
                    - Was Guadalajara in old map and labelled as such in the scenario files. Fixed.
                
            Nuka.inc:
                - Added Georgia csv resources.
                - Atlanta (670) victory points changed to 5 (Was 1).
                - Atlanta had a small infra nerf
                
            Pioneer_Alliance.inc:
                - Klamath Falls (6106) victory points changed to 9 (Was 12)
            
            Rad-Zombie Wastes.inc:
                - Added all data pertaining to resources previously in the csv file.
            
            RCC.inc:
                - Fixed two MASSIVE BUGS which resulted in a drastically weakened and nerfed RCC (on the order of -10 IC and many other changes like less manpower and resources in general), throwing the East Coast balance all out of wack:
                    - Fixed "The Altoona Bug": Altoona province (#618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND the Dark Cathedral, because it got this province when it revolted. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop.
                    - Fixed "The Sherbrooke Bug". There was a mix-up between the provinces George Town (584) and Sherbrooke (1909). Aparently, George Town's current province id was used for Sherbrooke in the old map. In practice, a Wasteland province in the Caribbean was getting resources meant for a province in Canada held by the Royal Canadians, weakning Canada even more.
                - No longer attributing infra to "Flint" (actually Grand Rapids), even through it doesn't own the province. This is an old map bug.
                - Ottawa (588) victory points changed to 11 (was 14, but should have been 13 before I nerfed the bases).
                - Toronto (589) victory points changed to 2 (was 4).
                - Hamilton (599) victory points changed to 0 (was 1).
                - Oshawa (2731) victory points changed to 0 (was 2).
                - Quebéc (574) victory points changed to 9 (was 11).
                - Montreal (585) victory points changed to 6 (was 3, wrong calculus).
                
                
                
            Reavers.inc:
                - Cape Girardeau (6366) victory points changed to 11 (Was 13)
                - Small infra changes.
                - Added province.csv data.
                - Reavers no longer claim all the starting provinces of the East BOS for some reason. Now they claim Wichita (2680), which is more or less where Newton, Kansas is - their original base in Fallout Tactics.
                
            Redding.inc:
                - Redding province VP is now 37, was 38 before. Wrong calculation, aparently.
                
            Reservation.inc:
                - Resource Revamps:
                    - Los Alamos/Reservation (6182) province:
                        energy = 43.19 #  Scenario (24) + Rio Puerco (10.30 5% U energy) + 8.08 from Coal (2.86 10%/10% from Monero Coal Field + 1.65/1.84 90/100% from Tierra Marilla Coal field + (2.43/3.48 79/100% + 1.14 10/10%) from Ignacio Chavez Wilderness Study Area coal) + 0.81 + from Abiquiu Dam (0.41/1.65) and El Vado Dam (0.40/0.80), for hydro max of 2.45. Was 70.21.
                        - metal = 21.4 #  scenario (15) + Bromide No.2 District (6.4). Was 47. Was 24. Was 15.
                        - rare_materials =  10.86 # Was 10. Now 10 + 0.86 (Nacimiento District)
                        - manpower = 5 # scenario (2) + 3 (1 Tiwa + 2 Jicarilla Apache. Los Alamos is intentionally nerfed because of balance, and because of the lore: The area near Reservation is said to be heavily radioactive, due to Chinese Nukes attempting to hit the Reservation and missing. So I make it as such that a bunch of tribes fled the area to nearby lands). Was 6. Was 2.
                        - Victory points = 19 # Was 27. 
                    
                
                
            Robot_Nation.inc:
                - Resource Revamp:
                    - Aspen Robotics Center (706) province
                        - energy = 139.19 # . Currently 114 + 23.70 Coal + 1.49 hydro. 1.49 Hydro, Shoshone Generating Station(1.12/1.50 Light Damage), Ruedi Power Plant(0.37/0.50 Light Damage). Twentymile Mine(1.97 10/10 % coal), Sage Creek Mine(21.73 30/30% coal). Was 207.72. Was 114 (scenario).
                        - points = 44 # Was 51. Was 50 
                    - Grand Junction Camps (708) province:
                        - energy = 93.3 # Now 53 + 40.34. Colowyo Mine(5.94 60/100% Coal energy), Red Cliff Mine(14.4 Coal energy). Rifle Mine (20 1/5% U3O8). Was 78.7. Was 53 (scenario).
                        - victory points = 18 # Was 16. Was 14
                            
                
            Shi_Empire.inc:
                - San Francisco's VPs no longer consider off-map resources. So its VPs went from 32 to 19.
                - San Francisco no longer has AA, and ten levels of airbase and naval base. Now it only has a level 2 airbase. The real change was in installations.inc, but its worth listing here as well.
                - Added province.csv resources into file.
                    - Oakland county now has 80% infra (10% was there + 70 in the csv)
                    
            Spiders.inc:
                - Added province.csv data to scenario files
                - Tampa (649) now has 5 VPs (was 6)
                - Infraestructure nerf by dice.
            
            Wasteland.inc:
            
                - Fixed a small mistake in assigning province resource in Mexico
                - Fixed Grand Rapids and Flint provinces having resources attributed in the RCC file instead of Wasteland. Added resources from the CSV file too.
                - Added United States province data from province.csv:
                    - Added American Pacific data (just Hawaii really, rest is off-map for now)
                        - Added Hawaii data (but not really, its all in the Enclave's file)
                    - Added Alaska Region data:
                        - Added Alaska state data.
                            - Very slight infraestructure nerf. The infra is about as low as it gets here.
                        - Added Alaskan archipelago data.
                    - Added Southwest US data:
                        - Added California data
                            - Infraestructure nerf by dice roll, except some provinces whose values were already correct.
                            - Nevada City (6116) victory points changed from 12 to 14.
                            - Ukiah (6127) has -1 rare materials.
                        - Added Nevada data
                            - Infraestructure nerf by dice roll in some provinces (If I did all of them, it would end up with pretty none)
                        - Added Arizona data
                            - Infra nerf by dice roll.
                            - Flagstaff had one less VP than it should have had, but resources ported from province.csv corrected it.
                            - Parker gained an extra VP (3, from 2)
                            - Fredonia/Hoover Dam (6152) now has 5 VP (was 6)
                        - Added Utah data.
                            - Infra nerf by dice on most provinces.
                    - Added Northwest US data    
                        - Added Oregon data.
                            - Infra nerf by dice roll.
                        - Added Idaho data.
                        - Infra rebalanced, too homogenous (almost all 40%)
                        - Added Washington state data
                            - Seattle did not have enough points for all the bases it has, even if I did decrease them.
                            - Infra nerf by dice roll.
                        - Added Montana state data.
                            - Too much infra = 0.5 (50%), so I did a big nerf: Threw some dice to decide the nerf.
                            - Removed a victory point from Helena (2367)
                            - Removed 2 VPs from Missoula (772)
                        - Added Wyoming data.
                            - Removed 4 VPs from Casper (704)
                            - Removed 2 VPs from Rock Springs (732)        
                            - Infraestructure nerf by dice thrown
                    - Added Southcentral US data
                        - Added New Mexico data.
                            - Big infra nerf, using dice rolls.
                        - Added Colorado data
                            - Infraestructure nerf by dice roll.
                            - Boulder (6165) victory points currently 2 (was 3), due to infra nerf.
                        - Added Kansas data. 
                            - Ported all Kansas resources from CSV to this file.
                            - Decreased infra in Kansas provinces somewhat (too homogenous, almost all 0.5) through dice rolls.
                            - Removed 2 vps from province Dodge City (6237)
                            - Took out 2 vps from Colby (6238)
                        - Added Oklahoma data
                            - Infraestructure nerf by dice roll.
                            - Removed 2 vps from Oklahoma City (793)
                            - Removed 2 vps for nothing from Tulsa (2682). It now has 2 vps from csv resources. 
                            - Removed 1 vp from Beaver (6224) 
                        - Added Texas data
                            - Nerfed many provinces' infra through dice rolls.
                            - Removed 1 vp from Austin (686). This province should't even be in this file, but on New Church's. 
                            - Removed 2 vps from San Antonio (717)
                            - Removed 4(!) vps from Amarillo (721)
                            - Removed 3 vps from Corpus Christi (748)
                            - Removed 3 vps from Abilene (6255)
                        - Added Arkansas data.    
                            - Removed 2 vps from Fayetteville (6282)
                            - Removed 1 vp from Fort Smith (6283).
                            - Removed 6 vps(!) from Little Rock (683)
                            - Infraestructure nerf via dice roll.
                        - Added Lousiana data
                            - Infraestructure nerf via dice roll.
                    - Added Midwest data
                        - Added North Dakota data
                            - Infraestructure nerf by dice roll
                            - Removed 2 vps from Bismarck (699)
                        - Added South Dakota data
                            - Infraestructure nerf by dice roll.
                        - Added Nebraska data
                            - Removed 3 vps from Lincoln (789)
                            - Removed 2 vps from Omaha (790)
                            - Infreastructure nerf by dice roll.
                        - Added Minnesota data    
                            - Infra nerf by dice roll
                        - Added Iowa data
                            - Infra nerf by dice roll, a new method.
                            - Removed 2 vp from Cedar Rapids (691)
                        - Added Missouri data    
                            - Infra nerf by dice roll.
                            - Removed 1 vp from Springfield, MO (688)
                            - Removed 5 vps(!) from Saint Joseph (690)
                        - Added Wisconsin data
                            - Removed 3 vps from Milwaukee (621)
                            - Milkwaukee (621) now has a single point from its installations.
                            - Infraestructure nerf by dice roll.
                        - Added Illinois data
                            - Removed 3 vps from Springfield, IL (626)
                            - Infraestructure nerf by dice roll
                        - Added Michigan data
                            - Removed 2 vp from Marquette (622)    
                            - Nerfed infra by dice roll.
                    - Added Southast US data
                        - Added Tennesse data
                            - Removed 3 vps from Knoxville, TN (642) 
                            - Removed 2 vp from Nashville (671)    
                            - Removed 2 vp from Memphis (673)    
                            - Removed 2 vp from Chattanooga (2717)    
                            - Removed 2 vp from Columbia (6450)
                            - Nerfed infra by dice roll.
                        - Added North Carolina data
                            - Infra rebalance because it was too homogenous (almost all provinces had infra = 50%). So I just rolled 7-sided dice for all (because again, too homogenous) and had the dice decide. The dice is wise.
                        - Added Mississippi data
                            - Removed 2 vp from Jackson, MI (675) 
                            - Infra nerf by dice roll.
                        - Added Alabama data
                            - Removed 10 (!!) vp from Montgomery (672) 
                            - Removed 3 vps from Decatur (6432)
                            - Infra nerf by dice roll
                        - Added Georgia data
                            - Infra nerf by dice roll.
                            - Removed 1 vp from Augusta (2711)
                        - Added South Carolina data
                            - Infra nerf by dice roll.
                        - Added Florida data    
                            - Removed 1 vp from Jacksonville (648)
                            - Removed 1 vp from Orlando (650)
                            - Removed 2 vps from Miami (651)
                            - Infraestructure nerf by dice
                    - Added Northeast US data:
                        - Added Kentucky info.
                            - Kentucky infra was almost all 60% all around, too high and too homogenous. Infra nerfed by dice roll.
                            - Added 2 vp to Louisville
                        - Added Indiana info
                            - Removed 2 VPs from Evansville (6389)    
                            - Infra nerf by dice
                        - Added Ohio info
                            - Infra nerf by dice roll.
                            - Took out a VP from Cleveland, OH (615) because it clearly does not fit there.
                        - Added Virginia info (most of it to Former_USA - Boston.inc)
                            - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files. Used dice rolls for nerf.
                        - Added Maryland-Delaware info
                            - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files. Used dice rolls for nerf.
                        - Added New Jersey info.    
                            - Infraestructure nerf by dice roll. All done in Former_USA - Boston.inc.
                        - Added all New York wasteland provinces.
                            - Slightly dialed down the infra in some provinces.
                            - Infra nerf by dice roll except in provinces which were already balanced and logical.
                        - Added some Connecticut-Rhode Island info. See Former_USA - Boston.inc
                            - Infra nerf by dice roll.
                        - Added some Massachussets info 
                            - Infra nerf by dice roll. See Former_USA - Boston.inc and Commonwealth.inc
                        - Added all Vermont Wastelands provinces
                            - Infra nerf by dice roll.
                        - Added some Pennsylvania info (honestly its all in Former_USA - Boston.inc and Junkers.inc files) 
                            - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
                            - Decreased general infra, too high.
                        - Added all wasteland New Hampshire provinces
                            - Infra nerf by dice roll.
                        - Added all wasteland Maine provinces.
                            - Infra nerf by dice roll.
                        - Added all wasteland West Virginia provinces (see: Former USA - Boston.inc where all of it is)
                            - Infra nerf by dice roll.
                - Added Canadian Province data from province.csv:
                    - Added Northern Canada provinces.
                        - Added Yukon Territories provinces.
                            - No need for infra nerf, infra levels are so low there's barely anything here.
                        - Added Northwest Territories provinces (appears as "Eastern Northwest territories on the game, for some reason).
                            - Infra levels are already too small, didn't really mess with anything here.
                    - Added Western Canada provinces.
                        - Added British Columbia province.
                            - Removed 2 VPs from Vancouver (541)    
                            - Infra nerf by dice roll.
                            - Victoria (556) now has 3 victory points (was 6)
                        - Added Alberta province data.
                            - Removed 2 VPs from Edmonton (796)    
                    - Added Central Canada provinces. Note: Region is called merely "Canada" in the files. Vanilla relic?
                        - Added Saskatchewan provinces.
                            - Infra-rolled dice nerf. This time, I only rolled five-sided dice, because most of the infra was already pretty low-ish (mostly 30%, some 50%).
                            - Removed 1 VP from Saskatoon (798)    
                        - Added Manitoba provinces    
                            - Infra nerf by dice roll.
                            - Removed 2 VPs from Winnipeg (569)    
                            - Removed 1 VP from Dauphin (6710)
                            - Removed 2 VPs from Brandon (6712)    
                        - Added Ontario provinces    
                            - Removed 1 VP from Sault Ste Marie, ON (565)    
                            - Removed 1 VP from Fort William (571)    
                            - Removed 1 VP from Fort Severn (6670)    
                            - Infra nerf by dice roll
                        - Added Quebec provinces.
                            - Removed 1 VP from Senneterre (6629)    
                            - Removed 1 VP from Sept-Îles (6633)    
                            - Infra nerf by dice roll.
                        - Added New Foundland and Labrador provinces.
                            - Removed 1 VP from Nain (575), once merely Labrador province.
                            - Changes to St. John's bases:
                                - Bases from Installations.inc removed, it already had bases in the scenario file (removed for being too much).
                                - Current bases levels are: 2/2/2 AA/Naval/Air Base.
                            - Removed 1 VP from Michikamau Lake (6652), once merely Labrador province.
                            - St. John's victory points changed to 5 (was 3)
                            - North West River victory points changed to 2 (was 0)
                            - The infra is already very low and the area is pretty low-infra, so I didn't change anything infra-wise here.
                        - Added New Brunswick provinces
                            - Saint John victory points changed to 2 (was 0)
                            - Infra nerf by dice roll.
                        - Added Nova Scotia provinces    
                            - Removed 1 VP from Charlottetown (578), once Cape Breton province.
                            - Removed 1 VP from Halifax (579)
                            - Infra nerf by dice roll.
                - Added Mexican and Central America province data from province.csv:
                    - Important Note: Mexican areas are crap and in no way correspond to actual mexican states, which are far more than in map. 
                    - Note 2: Not all these areas are in Mexico. Parts of Yucatan and Central Rainforests area are in the Mexico region, but parts of it are in the Central America region. Seems like the devs had a region/area limit or something, or just didn't want to put much effort in Mexico. Even Arcangelus changed the Unifications to better despict Mexico. Thus Mexico and Central America region provinces will be together for convenience reasons.
                    - Added Lower California provinces
                        - Infra nerf by dice roll.
                    - Added Chihuahua provinces
                        - Removed 2 VPs from Ciudad Juárez (740), or Nogales in the old map. 
                        - Infra nerf by dice roll.
                    - Added Mexico City provinces.    
                        - Removed 2 VPs from Guadalajara (738).
                        - Removed 2 VPs from León de los Aldam (747), labelled as Morelia in the old map.
                        - Removed 1 VP from Morelia (750)
                        - Removed 2 VPs Acapulco de Juárez (751).
                        - Infra nerf by dice roll, except a few provinces that didn't need it.
                    - Added Vera Cruz provinces.
                        - Removed 1 VP from Matamoros (749)
                        - Veracruz (753) victory points changed to 2 (was 0)
                        - Oaxaca de Juárez (754) victory points changed to 1 (was 0)
                        - Infra nerf by dice.    
                    - Added all Central Rainforest provinces.
                        - Fixed VPs    
                        - Infra nerf by dice.
                    - Added all Yucatan provinces.    
                        - Pretty low infra levels in general, so dice rolling wans't even necessary. Might change my mind.    
                    - Added all Wasteland Nicaragua provinces
                        - Diminished Managua's VPs from 3 to 2, as is correct.
                        - Infra is mostly pretty low, so didn't roll dice. Not sure if it was like that or I changed it.
                - Added Caribbean province data from province.csv
                    - Added Antilles data (but no provinces yet because its all off the map_
                    - Added Bahamas Islands data
                        - Removed 1 VP from Cockburn Town (573). What an unfortunate name for a place.
                        - No infra nerf, infra was already pretty low all over the place (mostly 20%).
                    - Added Cuba data.
                        - Removed 1 VP from La Habana (654).
                        - La Habana (654) victory points changed to 1 (was 0)
                        - Santiago de Cuba (657) victory points changed to 3 (was 0)
                        - No infra nerf, infra was already pretty low all over the place (mostly 20% and 30%).
                    - Added Hispaniola data - well, all the two provinces on map, that is.
                - Resource Revamps:    
                    - United States:
                        - Southwest US:
                                - Utah:
                                - Moab (2678) province:
                                    - energy = 8.31 # Daneros Mine (2.97 U energy 20/20%), Gateway District (2.02 U energy 10/10%), Sage Plain Mining Project(3.31/8.20 30/100% U energy). Was 3.31. Was 8.23.  
                                    - rare_materials = 0.60 # Lisbon Valley Mines (0.56/1.87 30/100% Cu rares), Gateway District (0.01 V 100% rares), Sage Plain Mining Project (0.03 V 100% Rares). Was 2.01
                                - Panguitch (6163) province:
                                    energy = 36.37 # Coal Hollow (6.93/13.86 50/100%) + Henry Mountains Uranium ( Tony M Indicated/Inferred (6.07 energy 5%), Southwest Indicated/Inferred (3.51 energy 5%), Copper Bench Indicated/Inferred (5.55 energy 5%), Indian Bench Indicated/Inferred (3.46 energy 5%) + Kaiparowits Plateau Coal (10.85/75.95 10/70%). Was 122.98 
                                    Victory points = 4 # Was 16 
                                - Saint George (6164) province:
                                    - metal = 34.59 # Was scenario (27). Now 27 + 24.58 (5.11/3.83 40/30% Fe metals (Comstock-Mountain Lion mine) + 3.60/6 60/100% (Bull Valley District) + 0.16 (Tutsagubet District)). Was 51.58 (scenario (27) + 24.58).
                                    - rare_materials = 24.31 # Pine Grove District (15.3/35.7 30/70% Mo Rares) + Rocky District (2.18/3.64 60/100% Cu rares) + Tutsagubet District (0.03 Ga + 0.87 Ge + 0.18 Cu + 0.15 Zn + 0.50 Ar rares)  + White Mountain District (5.10/8.93 40/70% Al rares). Was 67.51.
                                    - Victory points = 11 # Was 24
                                - Nephi (6161) province: 
                                    - rare_materials = 17.36 # Fish Springs District (5.91/7.39 80/100% Zn rares), Southwest Tintic District (3.15/18.9 10/60% Cu Rares + 7.50/10.5 50/70% Mo rares) + Diamond Gulch (0.66/1.32 50/100% Cu rares + Spor Mountain (0.15/1.50 10/100% Beryllium Rares). Was 56.71.
                                    - Victory points = 3 # Was 10
                        - Northwest US:    
                            - Oregon:    
                                - Portland, OR (783) province: 
                                    - ic = 7 # oldcsv(7). Was 1 (csv)
                                    - infra = 0.5 # csv (0.6) - 1
                                    - victory points = 3 # was 0    
                            - Washington State:
                                - Seattle (780) province: 
                                    - ic = 9 # oldcsv(9). Was 1 (csv).
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 6 # 9 levels of bases total. Was 3. Was 9. Was 2
                                - Tacoma (782) province:
                                    - ic = 4 # oldcsv (4)
                                    - points = 1 # was 0
                                - Spokane (2365) province:    
                                    - ic = 3 # oldcsv
                                    - rare_materials = 19 #  old csv (19). was 1 (csv)
                                    - infra = 0.1 # csv (0.3) - 2
                                    - points = 3 # was 0
                            - Montana:
                                - Helena (2367) province:
                                    - rare_materials = 26 # oldcsv (26). Was 2 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 5 # was 0
                            - Wyoming:
                                - Wolton (6219) province: 
                                    - metal = 29 # Was csv (9)
                                    - oil = 6 # Was 3 (csv) 
                                    - infra = 0.2 # csv (0.4) - 2
                                    - points = 5 # Was 1
                        - Southcentral US:
                            - Colorado:
                                - Walsenburg (6169) province:    
                                    - energy = 60 # New Elk Mine(60 50/70% coal energy). Was 120 
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 6 # Was 12
                                - Gunnison (6172) province:    
                                    - energy = 19.62 # 8.64 hydro + 10.98 (coal + uranium). Blue Mesa Power Plant(8.64/8.64 Intact). West Elk Mine (6.7 10/10% Coal), Pitch Mine (4.28 3/5% U energy). Was 89.64
                                    - metal = 36.39 # Orient Iron Mine(1.51 80/100% Fe), Iron Hill Carbonatite Deposit(174.40 Ti Metals). Was 176.29
                                    - rare_materials = 29.13 # Brown Canyon District (2.22 F (1.44 80/100% 80/100% F + 3.00 100% F) in Gunnison and Leadville provinces), Bulldog(0.29 10/100% Pb), Iron Hill Carbonatite Deposit(24.91 20/60% REEs + 0.91 40/100% Th), Manganese Hill(0.8 40/100%). Was 134.15
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 14 # Was 70. Was 71. Holy shit
                                - Montrose (6173) province:    
                                    - energy = 22.52 # 10.95 nuclear + 12.34 hydro. Sunday Mine Complex(1.03 3/5% U3O8), Slick Rock Mill(9.51 1/5% U), Sage Plain Mining Project(0.41 10/40% U divided between Moab and Montrose provinces). Morrow Point Power Plant(8.66/17.33 Mid Damage), Crystal Power Plant(3.15/3.15 Intact), Upper Molina Powerplant(0.00/0.86 Destroyed), Ridgway Dam Hydropower Project(0.20/0.80 Heavy Damage), Lower Molina Powerplant(0.00/0.48 Destroyed), Ames Hydroelectric Generating Plant(0.28/0.38 Light Damage), Ouray Hydroelectric Power Plant(0.00/0.09 Destroyed), Smuggler-Union Hydro Power Plant(0.05/0.05 Intact). Was 150.25
                                    - rare_materials = 10.18 # Revenue-Virgilus Mine(1.81 50/100% Pb + 1.62 90/100% Ar), Sunnyside(5.98 Mn 20/100% Mn), Sunday Mine Complex(0.05 V Rares), Slick Rock Mill(0.72 40/100% V). Was wrong 32.18 metal instead of rares.
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 4 # Was 22. Was 23
                                - Leadville (6171) province:        
                                    - energy = 37.01 # 36.89 coal and nuclear + 0.12 Hydro.  Henderson molybdenum mine(0.99 (0.98 70/100% U + 0.01 coal)), Schwartzwalder Mine(2.90 1/5% U), Hansen/Taylor Ranch Project(33.11 U3O8 2/5%), Boomer Lake George Mine(0.88 U). 0.12 hydro, Green Mountain Power Plant(0.00/2.60 Destroyed), Georgetown Hydro Generating Plant Leadville(0.12/0.16 Light Damage). Was 195.99
                                    - metal = 0.30 # Evergreen/Unnamed Rutile Occurence(0.20 Ti Metals + 0.10 Fe Metals). 
                                    - rare_materials = 44.29 # Black Cloud Mine(2.04 rares (0.62 Zn + 1.42 70/100% Pb)), Brown Canyon District(2.22 F rares (1.44 80/100% 80/100% F rares + 3.00 100% F rares) in Gunnison and Leadville provinces), Climax Molybdenum Deposit(22.44 Mo Rares(8.86 30/80% Mo + 13.58 30/60% Mo)), Gold King(0.02 Cu Rares + 0.42 Pb Rares), Sedalia Mine(16 rares (0.40 Cu Rares + 0.60 Zn Rares + 15 30/60% Pb rares)), Boomer, Lake George Mine(0.03 Be Rares + 0.03 Pb Rares + 0.03 W Rares), Evergreen/Unnamed Rutile Occurence(1.06 rares (0.64 30/100% Nb Rares + 0.42 Zr Rares)). Was 133.97
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 11 # Was 45
                                - Colorado Springs (6171) province:    
                                    - Forgot to add some metal that should have been added in the first resource run, sorry.
                                    - metal = 17.36 # Fremont Dolomite (17.36 20/30% Mg)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 3 # was 0
                            - New Mexico:
                                - Farmington (6183) province:
                                    - energy = 213.41 # 210.21 + 3.20. Ignacio Chavez Wilderness Study Area Coal Deposits (2.75 = 0.52 10% + 2.23 10% Coal energy), McKinley Coal Mine (16.74/75.33 20/90% energy), Smith Lake District(16.95 energy), Nose Rock(5.06 energy), Church Rock Mining District(88.97 energy), Ambrosia Lake(56.9 U energy), Marquez District(21.49 energy), Diamond Tal Mine(0.81 energy). Hydro = 3.20 (Navajo Dam 3.20/3.20). Was 124.44 energy. 
                                    - infra = 0.3 # csv (0.5) - 2
                                    - manpower = 3 # Navajo Nation (3). Was 5
                                    - Victory points = 22 # Was 13 
                                - Socorro (6180) province:
                                    - energy = 4.80 # Cabeça de Vaca (4.80 4/5% U energy). Was 124.24.
                                    - infra = 0.2 # csv (0.5) - 3
                                    - manpower = 3 # 1 Navajo Nation + 1 Zuni Indian Reservation + 1 Keres People. Was 4
                                    - victory points = 1 # Was 13
                                - Hermanas (6178) province:    
                                    - rare_materials = 5.04 # Red Hill District (0.52 Fluorine Rares) + Victorio Mountains (0.27 Beryllium rares, 4.52 50/100% W Rares)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 1 # was 0
                                - Grants (6181) province:    
                                    - energy = 63.25 # Laguna Mining District(11.35), Ambrosia Lake(5.44), Marquez Minining district(2.56), Grants District (43.90 2/5% U energy). Was 0.98.
                                    - manpower = 6 # Now 1 (scenario) + 5 manpower (2 Zuni Indian Reservation + 3 Keres People). Was 9. Was 10. Was 11.
                                    - vicotry points = 10 # Was 4    
                            - Oklahoma:
                                - Lawton (713) province:    
                                    - ic = 1 # oldcsv(1)
                                    - energy = 12 # oldcsv(12)
                                    - oil = 14 # oldcsv(14)
                                    - vicotry points = 2 # was 0        
                                 - Oklahoma City (793) province:    
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - energy = 2 # csv
                                    - metal = 1 # csv
                                    - oil = 35 # oldscv(35). Was 5 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - landfort = 1 # local fortifications
                                    - manpower = 1 # csv
                                    - victory points = 3 # was 0    
                            - Texas: 
                                - Tyler (711) province:
                                    - ic = 2 # oldcsv
                                    - oil = 4 # oldcsv
                                    - infra = 0.2 # csv (0.3) - 1 
                                - San Antonio (717) province:
                                    - ic = 5 # oldcsv(5). Was 1 (csv)
                                    - oil = 18 # oldcsv (18). Was 1 (csv)
                                    - infra = 0.1 # csv (0.5) - 4
                                    - victory points = 2 # was 0
                                - El Paso (718) province:
                                    - ic = 2 # oldcsv (2)
                                    - oil = 7 # oldcsv (7)
                                    - infra = 0.1 # csv (0.5) - 4
                                - Lubbock (719) province:
                                    - ic = 2 # oldcsv (2)
                                    - oil = 5 # oldcsv (5, could be 45)
                                - Amarillo (721) province:
                                    - oil = 10 # oldcsv (10). Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - manpower = 1 # csv
                                    - victory points = 1 # was 0
                                - Corpus Christi (748) province:
                                    - ic = 5 # Was 1 (csv)            
                                    - rare_materials = 4 # oldcsv (4). Was 1 (csv)
                                    - oil = 47 # oldcsv (47) Corpus Christi bases. Was 2 (csv)
                                    - infra = 0.1 # csv (0.6) - 5
                                    - victory points = 11 # Pretty much all the Corpus Christi bases, really. Was 5.
                            - Arkansas:
                                - Little Rock (683) province:
                                    - ic = 2 # oldcsv (2). Was 1 (csv) 
                                    - rare_materials = 18 # oldcsv (18). Was 1 (csv). 
                                    - oil = 23 # oldcsv (23)Was 1 (csv)
                                    - victory points = 6 # Was 1.        
                        - Midwest:
                            - North Dakota:
                                - Mandan (2683) province:
                                    - oil = 12 # csv (12)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 1 # csv
                            - Iowa:
                                - Des Moines (624) province:
                                    - ic = 4 # oldcsv (4)
                                    - energy = 84 # oldcsv (84)
                                    - manpower = 1 # oldcsv (1)
                                    - victory points 9 = # was 0
                                - Cedar Rapids (691) province:    
                                    - ic = 4 # oldcsv (4). Was 1 (csv)
                                    - victory points = 1 # was 0
                            - Missouri:
                                - Springfield, MO (688) province:
                                    - ic = 4 # oldcsv (4). Was 2 (csv)
                                    - energy = 28 # oldcsv(28). Was 4 (csv) 
                                    - oil = 7 # oldcsv (7). Was 1 (csv).
                                    - infra = 0.1 # csv (0.4) - 
                                    - victory points = 4 # was 0
                            - Wisconsin:
                                - Milwaukee (621) province:
                                    - ic = 9 # oldcsv (9). Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - victory points = 4 # Was 1
                                - Green Bay (623) province:
                                    - ic = 2 # oldcsv (2)
                                    - metal = 60 # oldcsv (60). Possibly that big iron range in the area?
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 12 # Was 0    
                            - Illinois:
                                - Springfield, IL (626) province:
                                    - ic = 3 # oldcsv (3). Was 1 (csv)
                                    - energy = 22.40 # oldcsv (224 % 10) Was 5 (csv) 
                                    - victory points = 3 # was 0
                            - Michigan:
                                - Grand Rapids (617) province:
                                    - ic = 4 # oldcsv (4)
                                    - oil = 23 # oldcsv (23)
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 3 # was 0
                                - Marquette (622) province:    
                                    - metal = 47.20 #  oldcsv (118 % 40). Was 3 (csv). Local iron range?
                                    - infra = 0.4 # csv (0.5) - 1
                                    - victory points = 9 # Was 0
                                - Flint (2722) province:
                                    - ic = 7 # oldcsv (7)
                                    - victory points = 2 # Was 0                            
                        - Southeast:
                            - Tennesse:
                                - Knoxville, TN (642) province:
                                    - ic = 4 # oldcsv (4). Was 1 (csv) 
                                    - infra = 0.2 # csv (0.4) - 2
                                    - victory points = 1 # was 0
                                - Memphis (673) province:    
                                    - ic = 9 # oldcsv (9)
                                    - infra = 0.4 # csv (0.5) - 1
                                    - victory points = 3 # was 0    
                            - North Carolina:
                                - Raleigh (636) province:
                                    - ic = 2 # oldcsv (2). Was 1 csv (1)
                                    - infra = 0.3 # csv (0.5) - 2
                                - Charlotte (637) province:
                                    - ic = 4 # oldcsv(4). Was 1 (csv)
                                    - infra = 0.7 # csv (0.5) + 2
                                    - victory points = 2 # 5 levels of bases
                            - Mississippi:    
                                - Tupelo (6425) province:
                                    - infra = 0.4 # csv (0.5) - 1
                                    - manpower = 1 # oldcsv (1)
                            - Alabama:
                                - Tuscaloosa (2255) province:
                                    - ic = 2 # oldcsv(2). Was 1 (csv)   
                                    - energy = 70 # oldcsv (70). No idea what, could be a big dam or something. Was 7 (csv)
                                    - metal = 60 # oldcsv (60). Was 6 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 20 # Was 1
                            - Georgia:
                                - Savannah (646) province:
                                    - ic = 2 # oldcsv (2)
                                    - infra = 0.2 # csv (0.4) - 2
                                - Macon (647) province:
                                    - ic = 4 # oldcsv (4).  Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - victory points = 1 # was 0
                            - South Carolina:
                                - Charleston, SC (644) province: 
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - infra = 0.1 # csv (0.5) - 4
                                    - victory points = 2 # 
                            - Florida:
                                - Jacksonville (648) province:
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - manpower = 1 # oldcsv (1)
                                - Orlando (650) province:    
                                    - ic = 2 # oldcsv (2)
                                    - infra = 0.3 # csv (0.4) - 1    
                        - Northeast US:
                            - Kentucky:
                                - Lexington (640) province:    
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                - Louisville (641) province:    
                                    - energy = 78 # oldcsv (78). No idea what is this.
                                    - manpower = 2 # oldcsv(2)
                                    - points = 10 # Was 2
                            - Indiana:
                                - Fort Wayne (613) province:
                                    - ic = 5 # oldcsv (5)
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 1 # was 0    
                                - Indianapolis (627) province:    
                                    - ic = 6 # oldcsv (6). Was 1 (csv)    
                                    - energy = 85 # oldcsv (85). Was 1 (csv). No idea what is it.
                                    - oil = 10 # oldcsv (10)
                                    - infra = 0.4 # csv (0.4) - 3
                                    - points = 11 # was 0            
                            - Ohio:
                                - Cleveland (615) province:    
                                    - ic = 13 # oldcsv (13). Was 1 (csv) 
                                    - infra = 0.3 # csv (0.4) - 1
                                    - manpower = 3 # oldcsv (3). Was 1 (csv)
                                    - points = 5 # was 0
                                - Toledo, OH (2685) province:    
                                    - ic = 4 # oldcsv (4)
                                    - points = 1 # was 0
                            - New York:
                                - Buffalo (612) province:    
                                    - ic = 7 # oldcsv (7). Was 3 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 4 # Was 3. Was 0. From csv resources.                            
                    - Canada:
                        - Eastern Canada:
                            - Nova Scotia:
                                - Halifax (579) province:    
                                    - energy = 10 # oldcsv (10)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 3 # Was 2. Was 0
                    - Mexico and Central America:
                        - Chihuahua:
                            - Ciudad Juárez (740) province:    
                                - ic = 2 # oldcsv (2)
                                - rare_materials = 27 # oldcsv (27). Was 1 (csv)
                                - infra = 0.3 # csv (no change)
                                - points = 5 # was 0
                            - Aguascalientes (744) province:    
                                - rare_materials = 13 # oldcsv (13)
                                - infra = 0.2 # csv (0.4) - 2
                                - points = 3 # Was 0
                    
                            
                                                
                            
                            
                            
                                    
                                    
            West_BOS.inc:
                - Lost Hills/San Luis Obispo (6125) victory points changed from 35 to 26 due no longer counting off-map  resources.
                
            White_Legs.inc:
                - Ely province (6138) victory points decreased from 6 to 3
                - Elko (6139) victory points increased from 3 to 4.
                - Battle Mounta (6142) victory points decrease from 9 to 6 (no longer counts off-map resources)
                
            The_Huns.inc:
                - Miles City (701) victory points are now 5 (Was 6)
                - Added Gillete (6212) data from province.csv. 
                
                
            The_New_Churck.inc:
                - Added Texas CSV data
                    - Added data for all owned provinces which had nothing aside from ownership on scenario file.
                    - Houston province (716) data vps now 12 (was 13)
                        - Houston now has a level 1 landfort.
                    - Infraestructure nerf by dice roll on some provinces.
                    
            The_Under-Nation:
                - Bllings (705) victory points are now 30 (Was 32).
    
            The Vipers.inc:
                - Roswell (724) now has 16 victory points (was 17). Las Cruces(6177) now has 14 victory points (was 17)
                - Resource revamps:
                    - Las Cruces (6177) province:
                        - rare_materials = 12.29 # Scenario (9). + 3.29 rares (Pajarito Mountain Complex = 2.08 Rares total: 0.44 Y2O3 rares, 0.29 ZrO2 rares, 0.36 La rares, 0.04 Nb rares, 0.95 Ce Rares. Organ Mountains Wilderness = 1.07 Rares total. 0.28 Cu Rares, 0.37 Flourspar Rares, 0.38 Pb Rares, 0.04 Zn Rares. Galinas Mountains REEs = 0.14 10/100% REE rares). Was 13.58. Was 9.    
                        - manpower = 2 #  Now scenario (1) + Mescalero Apache Reservation. More in Las Cruces for balance reasons (1). Was 3. Was 1. 
                        - victory points = 13 # Was 14. 
                    - Roswell (724) province:
                        - energy = 51.02 #  Now its scenario (46) + Ogala Formation Uranium and Coal (0.93 2/5% U energy + 4.09 100% coal energy). Was 50.13. Was 46.
                        - metal = 11.23 # Was 10 (fantasy). Now is 10 + 1.23 (Capitan Iron Deposit)
                        - rare_materials = 8.52 # Scenario(6) + Stauber Mine(0.07 Cu rares) + Rialto Stock (2.45 80/100% Mo Rares). Was 9.14, was 6.
                        - oil = 12 # Was 5. Now 5 (fantasy) + 7 (previously on province.csv. Also fantasy AFAIK). 
                        - infra = 0.3
                        - manpower = 5 # Was 4. Now is 4 + 1 (Mescalero Apache Reservation).
                        - points = 16 # Was 17. Was 15
        
            - Vault_City.inc:
                - Added province.csv data for Oregon and Idaho.
                - Fixed Vault City's VP points. From 37 to 35.
                    
            - vp.inc: File was full of VPs that didn't fit the way FODD adds Victory Points and they had to go..
                - Took out Newark province's (603) single VP point.    
                - Took out Washington DC (606) single vp point.
                - Took out Baltimore's (607) single VP point.
                - Took out Wheeling's (629) single VP
                - Took out Cleveland, OH's (615) VP point
                - Took out Fort Wayne (formely Buffalo's) victory point.
                - Took out Charllote (636) vp.
                - Took out Columbia, SC (619) vp. Formerly Indianapolis.
                - Took out Charleston, SC (644) vp.
                - Took out Yakima's (779) vp.
                - Took out Seattle's (780) vp.
                = Took out Two Sun/Tucson (730) vp.
                - Took out San Diego (741) vp.
                - Took out Los Angeles (762) vp.
                - Took out Sacaramento (764) vp.
                - Took out San Francisco (765) vp.
                - Took out Las Vegas province (734) victory point.
                - Took out a Salt Lake City (733) vp.
                - Took out Roswell (724) vp.
                - Took out Denver (707) vp. 
                - Took out Portland (783) vp.
                - Took out Helena (2367) vp.
                - Took out Cheyenne (2677) vp.
                - Took out Kansas City, KS (792) vp.
                - Took out Oklahoma City (793) vp (was set originally to Tulsa) 
                - Took out Dallas (715) vp 
                - Took out Houston (716) vp 
                - Took out San Antonio (717) vp 
                - Took out Lafayette (680) vp. Was supposed to be New Orleans, not that it matters.
                - Took out Rapid City (787) vp 
                - Took out Lincoln (789, was using Omaha label) vp 
                - Took out Rochester (693, was using Minneapolis label) vp 
                - Took out Minneapolis (2261) vp 
                - Took out Springfield, MO (688) vp 
                - Took out St. Louis (689) vp 
                - Took out Saint Joseph (690, was labelled Kansas City) vp 
                - Took out Milwaukee (621) vp 
                - Took out Chicago (620) vp 
                - Took out Des Moines (624) vp.
                - Took out Detroit (616) vp  
                - Took out Knoxville (642) vp, Was labbed "Nashville". 
                - Took out Jackson, MS (675) vp 
                - Took out Mobile (678) vp
                - Took out Macon (647) vp
                - Took out Atlanta (670) vp
                - Took out Orlando (650) vp
                - Took out Miami (651) vp
                - Took out Pensacola (676) vp. Was labelled as Mobile
                - Took out Pittsburgh (614) vp
                - Took out Philadelphia (608) vp
                - Took out New York (602) vp
                - Took out Bufallo (612) vp
                - Took out Fargo (698) vp
                - Took out Boston (600) vp
                - Took out Vancouver (541) vp
                - Took out Calgary (797) vp
                - Took out Winnipeg (569) vp
                - Took out Ottawa (588) vp
                - Took out Toronto (589) vp
                - Took out Québec (574) vp
                - Took out Montréal (585) vp
                - Took out Tijuana (737) vp
                - Took out Ciudad Juárez (740) vp
                - Took out Monterrey (745) vp
                - Took out León de los Aldama (747) vp, Monterrey in the old map.
                - Took out 2 Mexico City/Cuidad de México (752) vps
                - Took out Puebla (753) vp
                - Took out Oaxaca de Juárez (754) vp, Acapulco in the old map.
                - Took out Villahermosa (755) vp
                - Took out Guatemala (757) vp
                - Took out Managua (539) vp
                - Took out San José (540) vp
                - Took out San Salvador (759) vp
                - Took out Tegucigalpa (760) vp
                - Took out Panamá (888) vp
                - Took out Balboa (889) 5 vps, labelled Colon in the old map.
                - Took out Havana/La Habana (654) 2 vps.
                - Took out Santiago de Cuba (657) vp. Was labelled as Guantánamo
                - Took out Guantanamo Bay Naval Base (894) vp. Was labelled as Santo Domingo
                - Took out Edmonton (796) vp
                - Took out Kingston (891) vp
                - Took out Concord (595) vp
                
            - West_BoS.inc:
                - Brotherhood now has 10 MP available (was 5). All the MP was moved from provinces to off-map, because a tight-knit organization like the Brotherhood would never serve their conquerors.
                - Off map resources no longer count as in-province VPs.
                - Lost Hills/San Luis Obispo (6125) province now has 25 victory points (was 35)
                - BOS off-map IC is now 20 (was 17)
     
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    FODD Discord
  • I should have told you guys about this a while ago, but I forgot because I'm forgetful. People on Moddb know about it, but I keep forgetting to post it here.

    We have a Discord since some time ago. A great guy called Darth Nihilus (Pope) set it up for me, really cool of him,, he's a bro.
    Join up if you wanna talk with fellow FODD fans! I'm always around, too. I hear some guys are planning to set up a Multiplayer game, I gotta hit them up when I'm free in January.

    Be nice and don't cause chaos by saying Vault City has slaves or something controversial like that. They're servants.

    Da Link: Fallout Doomsday For Darkest Hour discord.
     
    FODD Hotfix 2.4.1.1 Released!
  • Good night, my friends!

    A few serious bugs have come to my attention, so before I left my city, I scrapped together a little hotfix to address them, and a few other things. If you're seeing the Brotherhood with immense amounts of manpower, yes, this is the why. Sometimes bad things happen for the best, because the solution also made me realize a way to solve another bug as well. See bellow for the hotfix.

    Download Link:
    Hotfix (grab this if you already have 2.4.1 and don't feel like downloading 675mb for reasons):
    https://www.mediafire.com/file/h1tkd5qe93dhz7q/FODD_2.4.1.1.rar/file

    Stand-Alone (grab this if you never downloaded 2.4.1):
    https://www.mediafire.com/file/vfhrfouiewtwzrl/FODD_2.4.1.1.rar/file
    Checksum: IHIV (same as previous, actually)

    How to install:
    1. Open RAR file.
    2. Drag the files inside the FODD 2.4.1.1 folders into their 2.4.1 equivalent folders and overwrite. Best to do it folder per folder to be sure. If you have the space, duplicate the 2.4.1. folder to be sure and apply the changes in the copy.
    3. How to know if its properly done: The NCR will have 0.19 off-map manpower per day and the West BOS will have 0.10 off-map manpower per day.
    4. Rename your FODD 2.4.1. folder to FODD 2.4.1.1. No reason, just so you can tell them both.

    How to install the stand-alone (if you never downloaded 2.4.1, can't be assed to patch with the hotfix or are really lazy):
    1. Open RAR file.
    2. Unrar its contents inside the Darkest Hour's mod folder. Don't add and overwrite files on the 2.4.1 folder, this may cause issues and you don't need to do that.
    3. Select 2.4.1.1 in your mod menu
    4. Play.

    Changelog:
    Code:
    Changelog 14/12/2021 FODD 2.4.1.1 Hotfix
    
    - FODD_ID_Numbers.txt: Updated data.
    
    db:
    
        credits.txt: Updated the credits list.
    
        events:
       
            - RCC.txt:
                - Fixed the "Quebec has too much manpower" bug:
                    - event 24026:
                        - command = { type = free_manpower value = 0.05 } (was 0.5)
                    - event 24031:   
                        - command = { type = free_manpower value = 0.05 } (was 0.5)
                       
                       
    gfx:
    
        interface:
       
            - ill_prov_6125:
                - Lost Hills province now has the correct province graphic and Fresno no longer has the Lost Hills special graphic.
    
    scenario:
    
        2245:
       
            - West_BoS.inc:
                - Western Brotherhood had too much off-map manpower growth, insane in fact. Equivalent to something like 10 MP per day. Fixed, now it gets only 0.10 mp per day (althrough it will start lower than that, due to manpower effic). Remember, the West BoS starts with only off-map MP to despict that conquering them gives no manpower - the Brotherhood is too much of a tribe-like clan for conquered brotherhood to just enlist in any conquering army or something.
    
            - NCR.inc:
                - Now gaining 0.19 off-map MP per day for balance reasons - namely, the fact that the recent balance reasons will make the Western Brotherhood gain more MP than the NCR - which makes no sense because the NCR is far bigger. The reason its off-map is balance - to prevent conquerors from getting all that sweet NCR manpower. Also, similar to the Brotherhood but on a smaller scale, assume those are the people who would never serve any conquerors no matter what, only the Republic.
               
               
    
    Changelog 08/12/2021 FODD 2.4.1 patch
    
    - FODD_ID_Numbers.txt:
            - Updated with some important data.
            - Added Commonwealth data.
            - "Tucson" was written as "Tuscson". Literally unplayable.
    
    ai:
    
        - Numerous new ai files. Too many for me to list. Objective is to enhance the AI by:
            - Making the AIs more active and less passive in general.
            - Make AI nations act closer to their intended canon/fanon portrayals
            - Make the AI stronger and more competitive with the player(s).
            - Make sure every single nation is noticed by the other AIs and vice-versa. Some nations never get attacked or attack anybody because due to how the AI files work, they are practically invincible.
            - Make the AI build better.
            - Make builds more versatile.
        - Not all AIs were improved. On one hand, sad, on the other, an excellent way to test Old vs New AIs. Report any issues and other matters of interest to the Brotherhood Elders, paladins.
        - Changed AIs:
            - Caesar's Legion.
            - Darien Tribes
            - Kansas Free State
            - Junkers
        - Fixed a mistake with the construction of forts in AI files. Namely, the AI setting fort_borders{} was being used with province numbers (say, 735) as parameters, when they should be used with tags as parameters (say, CAL). This is wrong, because the correct setting to assign the ai to build a fort in a province, is fort_provs{}. This is now fixed, both settings are being used correctly now. Expect the AI to actually build forts now.
        - The following province ids used to reference other, older provinces from the old map. All changes I could find were made. The map changed and so they reference the following new provinces now, please alter any references in AI files to these new provinces:
            696 = 20 # Worthington. Currently referes to 6338 # Brainerd.
            2684 = 30 # Moorhead. Currently is 6334 # Saint Cloud.
            626 # Springfield. Was Springfield KS aparently.
            711 # Wichita. Is now province of Tyler in Texas.
            792 # Topeka. Currently Kansas City.
          
      
        Caesar's Legion/ALB:
      
            - Caesar's Legion Neutrality change: 80/70/60/50/40/30. It was 90 before.
            - Caesar's Legion now uses offensive supply in all dates.
            - Caesar's Legion now builds IC at war after 2250
            - Caesar's Legion can build forts now.
            - Caesar's Legion will now build forts in many provinces East of the Colorado river, bordering it. lvl1 in 2251, lvl3 in 2253, lvl6 in 2255.
            - ALB.ai: Replaced by ALB_2245.ai.
            - ALB_2248.ai: Is now ALB_2249.ai
            - ALB_2250.ai: Is now ALB_2251.ai
            - New AI files: ALB_2245, 2247.ai.
            - References to "Silver City" province replaced with Deming province.
            - Will now target provinces of all enemies. And man, are there LOTS of enemies.
            - The Caesar has marked those nations for death, and the Legion obeys! Ready yourselves for battle!
                - 2245:
                    BRA/Reservation. Now (20/40/50/70/100/120). Was (30/50/50/70/100/120)
                    CAL/New California Republic. Now (5/10/20/40/80/100). Was (5/10/20/30/60)
                    SWE/The Hub Is now (5/10/20/30/30/40). Was (5/10/10/20/30).
                    TUR/Necropolis Is now (5/10/20/30/40/50). Was(5/10/20/30/30)
                    IRQ/The Vipers Now (40/60/80/100/120/150). Was (30/50/70/100/120)
                - 2247:
                    POL/Broken Hills. Is now (0/10/20/30/40/50). Was (0/0/0/10/20/30).
                    ARM/Kurtz' Camp. Is now (0/10/20/30/40/50). Was (0/10/20/30/40).
                    MOR/New Canaan. Is now (0/10/20/40/60/80). Was (0/10/20/30/40).  
                    JAP/Robot Nation. Is now (0/10/20/40/80/100). Was (0/10/20/30/40)
                    GER/Vault City. Is now (0/5/10/15/20/30).
                    POR/Gecko. Is now (0/5/10/15/20/30).
                    SCH/Pioneer Alliance. Is now (0/5/10/15/20/30)
                - 2249:
                    AFG/Kansas Free State (0/0/20/40/60/80)
                    ARG/Harlequins    (0/0/0/20/40/60)
                    BLR/Texas Reformed (0/0/40/50/60/60)
                    TEX/New Church (0/0/20/30/40/50)
                    ITA/Western Brotherhood of Steel (0/0/20/20/30/40)
                    CHC/Shi Empire (0/0/10/20/30/40)
                    AST/Under-Nation (0/0/10/20/30/40)
                - 2251:
                    CAM/Reavers (0/0/0/5/10/20)
                    SPA/East BOS (0/0/0/10/20/30)
                    SOV/Mutant Army (0/0/0/5/10/15)
                    BEN/Beast Lords (0/0/0/10/20/30)
                    CSA/Manitou Tribes (0/0/0/10/20/30)
                    U53/Nuka Cola Company (0/0/0/10/20/30)
                    CZE/Spiders (0/0/0/20/40/60)
                - 2253:
                    CAN/RCC (0/0/0/0/10/20)
                    QUE/Quebec (0/0/0/0/10/20)  
                    MTN/Calgary Conferacy (0/0/0/0/5/10)
                    ARA/Warriors of Ice (0/0/0/0/10/20)
                    MEX/NROM (0/0/0/0/20/40)  
                    MAD/Mayan Empire (0/0/0/0/20/40)
                    BEL/God-Machine (0/0/0/0/5/10)
                - 2255:  
                    AZB/Dark Cathedral (0/0/0/0/0/40)
                    HOL/New Arroyo (0/0/0/0/0/60)
                    PRK/Polar Station Zeta (0/0/0/0/0/60)
                    USA/FUSA (0/0/0/0/0/90)
                    BOS/Commonwealth (0/0/0/0/0/20)
                    ALG/Darien Tribes (0/0/0/0/0/10)
          
            ALB_2245.ai:
          
                - Erased useless line.
                - References to target: "Silver City" province from the vanilla HOI map replaced with Deming province, where Silver City is.
              
            ALB_2247.ai:
    
                - Just fixed some stuff that wans't standardized. Nothing important, it just annoyed me.
                - Will now build AA in Flagstaff provinces.
                - IC construction setting changed. Caesar's Legion now builds IC while at war after this date and builds more IC in Arizona provinces, especially the more "inner" provinces:
                    ic_at_war = yes
                    force_ic_until = 2245
                    ic_end_year = 2266
                    IC_provs = {
                    728  # Phoenix
                    730  # Tucson
                    6146 # Gila Bend
                    6147 # Douglas  
                    6148 # Clifton   
                    6154 # Prescott
                    6155 # Globe
                    }
                  
            ALB_2249.ai:
                - Will build naval base in San Luis Rio Colorado(#4357)
                - Caesar's Legion will start researching naval technologies at this date.
                - AI will build lvl1 forts in the following provinces West of the Colorado:
                    - Yuma (#6145)
                    - Parker (#6156)
                    - Kingman (#6153)
                    - Flagstaff (#731)
                    - Tuba (#6151)
                    - Moab (#2678)
                    - San Luis Río Colorado (#4357)
                - Caesar's Legion now builds IC in some New Mexico provinces as well:
                    ic_at_war = yes
                    force_ic_until = 2245
                    ic_end_year = 2266
                    IC_provs = {
                    725  # Santa Fe
                    727  # Albuquerque
                    728  # Phoenix
                    730  # Tucson
                    6146 # Gila Bend
                    6147 # Douglas  
                    6148 # Clifton   
                    6154 # Prescott
                    6155 # Globe
                    6179 # Deming
                    6180 # Socorro
                    6181 # Grants
                    6185 # Crocker
                    }
                  
            ALB_2251.ai:      
                - Will start building ships after this date. Beware, he who thinks the sea will make you safe from Caesar's wrath!
              
      
        Darien Tribes/ANG:  
            - New files: ALG_2245, ALG_2247, ALG_2249, ALG_2251, ALG_2253, ALG_2255.
            - Darien Tribes now has switch AIs, will change AI according to game date.
            - Darien Tribes starts fortifying after 2249.
            - Darien Tribes will now target more nearby provinces for conquest, as well as correctly targeting the provinces of Mayan Empire, Mexican Raiders and NROM.
            - Darien Tribes will now build more IC in Panaman Ridge Provinces
            - New Neutrality Setting: 95/90/85/80/75/70
            - War settings: 5/10/15/20/25/30
            - New enemies:
                - HON/Mexican Raiders (5/10/15/20/25/30)  
                - MAD/Mayan Empire (5/10/15/20/25/30)
                - CAL/New California Republic (10 in 2255)
                - ENG/Enclave (10 in 2255)
                - PRK/Polar Station Zeta (10 in 2255)
                - USA/Former USA (10 in 2255)
            - New friends:
                - CSA/Manitou Tribes(5/10/15/20/25/30). Both are tribals who aren't that fond of technology and more interested in old ways.
            - NROM target priorities changed: Was 40. Currently (5/10/15/20/25/30)  
              
              
        Kansas Free State/AFG:
          
            - New AI files: AFG_2245, AFG_2247, AFG_2249, AFG_2251, AFG_2253, AFG_2255.
            - Kansas Free State had obsolete province target and province building priorities. In practice, it would try to target places far from it with a lot of dedication and neglect its own capital and starting provinces, and not build IC and such in all the right provinces, among other strangeness.
            - Kansas Free State now targets Beast Lords provinces.
            - Kansas Free State now targets Robot Nation provinces.
            - Kansas Free State now targets Caesar's Legion provinces.
            - Kansas Free State now targets Harlequins' provinces.
            - Kansas Free State now targets Dark Cathedral provinces.
            - Kansas Free State now switches AI according to the current date.
            - Kansas Free State now changes neutrality with every different AI file: 60/50/40/30/20/10. This means they will make more alliances and military access deals.
            - Kansas Free State will now focus on taking over all of Kansas in order to unify the state.
            - Kansas Free State will produce IC in more provinces.
            - Kansas Free State changes war setting with each file switch: -5/0/5/10/15/20. Still not very aggressive, but over five times more aggressive than before.
            - Now aggressive against the Robot Army (20). Hostile due to Calculator War making people in the region aggressive and distrustful towards machines, cools off with time: 20-15-10-5-0 Non-mutual except for Nasty Mainframe.
            - Keeps aggressive against the Beastlords - 20/15/10/5/0. Cools off in subsequent dates.
            - No longer aggressive against Texas Reformed
            - Kansas Free State AI is now able to use offensive supply after 2247, a time which it is assumed to have enough supplies to attempt so.
            - Will now build AA in the proper provinces
            - Prioritizes border defenses against certain countries.
            - New enemies and agressivity settings:
                - SOV/Mutant Army (5/5/10/10/15/15)
                - NOR/The Huns (5/10/15/20/25/30)
                - TEX/New Church (20/20/25/25/30/30)
                - AZB/Dark Cathedral (0/0/0/5/10/15)
                - ARG/Harlequins (0/0/0/5/10/15)
                - QUE/Quebec (0/0/0/5/10)
                - ARA/Warriors of Ice (0/0/0/5/10)
                - HON/Mexican Raiders (5/10)
                - CZE/Spiders (5/10)
                - ENG/Enclave (20 in 2255)
            - Two nations start off as enemies but relations molify and become friendly:
                - BEN/Beast Lords (20/15/10/5/0/0) (0/0/0/0/5/10)
                - JAP/Robot Nation (20/15/10/5/0/0) (0/0/0/0/5/10)
            - New friends:
                - SPA/Midwestern Brotherhood of Steel: 5/10/15/20/25/30
                - BLR/Texas Reformed: 5/10/15/20/25/30
                - MAD/Mayan Empire (0\0\0\5/10/15).
                - U53/Nuka Cola Company (0/0/0/5/10/15)
                - MTN/Calgary Confederation (0/0/0/5/10)
                - JOR/Vault 10 (0/0/0/5/10)
          
            AFG_2245.ai:
                - Is now antagonic to the Mutant Army. Ghouls of Kansas still remember when the Super Mutants attacked Gravestone and killed several ghouls in an attempt to steal the nuke Plutonius (Fallout Tactics).
                - Now friendly to the Midwestern Brotherhood of Steel. Becomes more friendly with time.
                - Now friendly to Texas Reformed. Becomes more friendly over time.
                - Will not fight Caesar's Legion in this date (too early), only after 2247.
                - Will now build airbase (lvl1) in Kansas City KS properly.
              
              
            AFG_2247.ai:
                - Less neutral (was 60, now 50). Will make more alliances and military access.
                - Increased warmongering (from -5 to 0)
                - More aggression (25) towards New Church.
                - Is now antagonic to the Mutant Army. Ghouls of Kansas still remember when the Super Mutants attacked Gravestone and killed several ghouls in an attempt to steal the nuke Plutonius (Fallout Tactics).
                - Now aggressive against the Robot Army. Non-mutual except for Nasty Mainframe. Cooling aggression (from 20 to 15)
                - Keeps aggressive against the Beastlords. Cooling off (from 20 to 15)
                - Now friendly to the Midwestern Brotherhood of Steel. Becomes more friendly with time.
                - Now friendly to Texas Reformed. Becomes more friendly over time.
                - Increased agression vs Super Mutants
                - Increased agression vs The Huns
          
            AFG_2249.ai:
                - Increased warmongering (from 0 to 5)
                - Decreased neutrality (50 to 40)
                - Becomes friendly to CAN/RCC in this date.
                - Extra aggression towards Caesar's Legion
                - Extra aggression towards The Huns (now 15)
                - Extra agression against Super Mutants (now 10)
          
          
            AFG_2251.ai:
                - Increased aggresivity against some enemies, increased friendship with others.
                - Increased war, decreased neutrality.
                - New enemies: Dark Cathedral (0/0/0/5/10/15)
                - New enemies: Harlequins (0/0/0/5/10/15)
                - New friends: Mayan Empire (0/0/0/5/10/15)
                - New friends: Nuka Cola (0/0/0/5/10/15)
                - AI now has priority to guard borders against the Dark Cathedral.
                - Now targeting essential provinces of new enemies
                - Division building priorities changed:
                    light_armor = 15 # Was 10, now 15, due to open spaces of the Midwest
                    garrison    = 5  # Was 10, now 5
              
            AFG_2253.ai:
                - New friends:
                    - Calgary Confederation (5/10)
                    - Vault 10 (0/0/0/5/10)
                    - Beast Lords (5/10)
                    - Robot Nation (5/10)
                - New Enemies:
                    - Quebec (0/0/0/5/10)
                    - Warriors of Ice (0/0/0/5/10)
                    - Mexican Raiders (5/10)
                    - Spiders (5/10)
                - Now targeting essential provinces of new enemies.  
                - Now produces IC while at war
          
            AFG_2255.ai:
                - New friends:
                    - Polar Station Zeta (50, due to being alliance leader)
                    - New Arroyo (20, late bonus)
                - New enemies:
                    - Enclave (20)
                - Now targeting essential provinces of new enemies.      
                - Divisions:
                    paratrooper         = 8 # Was 10
                    marine                 = 8 # Was 10
                    destroyer             = 2
                    transports             = 2
                    The objective here is to make Kansas build a pretty small naval presence if it somehow makes it to 2255.
              
     
        Junkers/ANG:
            - New files: ANG_2245, ANG_2245, ANG_2247, ANG_2249, ANG_2251, ANG_2253, ANG_2255.
            - war setting change: 0/5/10/15/20/25. Was 0. Junkers are not meant to be very aggressive, more opportunistic.
            - neutrality setting change: 55/45/35/25/15/5.
            - From 2245 to 2247 file (actually until 2249), Junker AI is all about the Civil War - at least until I make a civil war-only AI file for Junkers in the future, that is.
            - max_land_level = 2/4/4/6/8/10.
            - Will now protect Eire province.
            - Max AA level = 1/2/3/5/7/10
            - use_offensive_supply = yes. So Junkers will now use offensive supply.
            - Correctly targeting all starting provinces of its enemies.
            - Enemies and agressivity settings:
                - ARA/Warriors of Ice (0/0/5/10/15/20)
                - ALG/Darien Tribes (0/0/0/0/0/2)
                - AZB/Dark Cathedral (0/10/20/30/40/50)
                - SPA/East BOS (0/0/5/10/15/20)
                - USA/FUSA (25/35/45/55/65/75)
                - CAL/NCR (0/0/0/0/5/10)
                - PRK/Polar Station Zeta (0/0/0/0/0/20)
                - AUS/Rad-Zombie Apocalypse (20/40/60/80/100/120)
                - CZE/Spiders (0/0/0/5/10/15)
                - BLR/Texas Reformed (0/0/5/10/15/20)
                - AST/The Under-Nation (0/0/0/0/2/4)
            - Friends:
                - BEN/Beastlords (5/10/15/20/25/30)
                - ARG/Harlequins (0/0/0/10/20/30)
                - ALB/Caesar's Legion (0/5/10/15/20/25)
                - BOS/Commonwealth (0/10/20/30/40/50)
                - DEN/Den (10/20/30/40/50/60)
                - ENG/Enclave (0/0/0/10/20/30)
                - SWE/Hub (0/5/10/15/20/30)
                - AFG/Kansas Free State (0/0/0/5/10/15)
                - HON/Mexican Raiders (0/5/10/15/20/25)
                - FRA/New Reno (0/5/10/15/20/25)
                - U53/Nuka Cola Company (0/10/20/30/40/50)
                - CAN/RCC (30/35/40/45/50/55)
                - NOR/The Huns (0/10/20/30/40/50)
                - TEX/The New Church (0/0/5/10/15/20)
                - IRQ/The Vipers (0/5/10/15/20/25)
              
            ANG_2245:
                - Junkers no longer have combat = with the following nations, because there's no reason for them to do so in 2245:
                    SOV = 10 # Mutant Army
                    SPA = 20 # East BOS
                - Will no longer befriend nations in this date:
                    ALB = 30 # Caesar's Legion
                    ARG = 20 # Harlequins  
                    FRA = 30 # New Reno
                    IRQ = 10 # The Vipers
                    HON = 30 # Mexican Raiders
                    NOR = 30 # The Huns
                    SWE = 10 # Hub
                - No longer targeting the following provinces:
                    641 = 40 # Louisville (its two states over, its better served focusing on the civil war)
                    671 = 40 # Nashville (its in frigging Tennesse, what is even the point here?)
                    616 = 20 # Detroit (RCC-owned, also RCC is a friendly right now)
                - max_AA_level = 1 # Was 4
                - AA_provs = {
                    614  # Pittsburgh
                    2686 # Eire
                    6377 # Washington, PA
                    6378 # New Castle   
                - air_base = no # was yes (not for a while, there's no need for that)
                fort_borders = {
                USA # FUSA
                }  
                - fort_provs = {
                    614  # Pittsburgh
                    2686 # Eire
                    6377 # Washington, PA
                    6378 # New Castle
                    }  
                - ic_at_war = no # Was yes (full focus on IC for civil war, no time to build IC now)  
                - IC_provs = {
                    614  # Pittsburgh
                    2686 # Eire
                    6377 # Washington, PA
                    6378 # New Castle
                    }
                  
            ANG_2247:      
                - max_AA_level = 3 # Was 4
                - fort_borders = {
                USA # FUSA
                AZB # Dark Cathedral
                }
              
            ANG_2249:
          
                - fort_borders = {
                CAN # RCC
                AZB # Dark Cathedral
                AUS # Rad-Zombie Apocalypse
                SPA # East BoS
                USA # FUSA
                }
                - ic_at_war = yes #
                - country_priorities = {
                AUS = 20
                AZB = 20
                CAN = 5
                SPA = 10
                USA = 20
                }
              
                ANG_2251:
                - air_base = yes #
                - fort_borders = {
                    CAN # RCC
                    AZB # Dark Cathedral
                    AUS # Rad-Zombie Apocalypse
                    SPA # East BoS
                    USA # FUSA
                    }
                - country_priorities = {
                    AUS = 20
                    AZB = 20
                    CAN = 5
                    CZE = 5
                    SPA = 10
                    USA = 20
                    }
                  
            ANG_2253:
          
              
                - Junkers AI will go nuts with building IC in all Pennsylvania and West Virginia provinces it has.
                    IC_provs = {
                    614  # Pittsburgh
                    604  # Harrisburg
                    608  # Philadelphia
                    609  # Bradford
                    610  # Scranton
                    618  # Altoona
                    629  #    Wheeling
                    630  # Huntington
                    2686 # Eire
                    2688 # York
                    6377 # Washington, PA
                    6378 # New Castle
                    6379 # DuBois
                    6380 # Allentown
                    6381 # Williamsport
                    6473 #    Charleston, WV
                    6474 #    Beckley
                    6475 #    Fairmont
                    6476 #    Martinsburg
                    6477 #    Webster  
                }
    
    
          
    
        New California Republic/CAL:
      
            - CAL_2245.ai, CAL_2247.ai, CAL_2249.ai: Decreased the NCR's aggression towards Caesar's Legion. Made NCR perceive the White Legs and their provinces. Some other minor changes.
    
    
    config:  
    
            event_text.csv:
                Broken Hills:
                    - Added proper event name, descriptions and action names for the event "Expedition Dangers" (Event 14010). For some reason, they were absent. See also: Broken_Hills.txt in events.
                    - Added proper event name, descriptions and action names for the event "Covert Hunt Outcomes" (Event 14026). For some reason, they were on the event file rather than the event_text file. See also: Broken_Hills.txt in events.
                    - Added proper event name, descriptions and action names for the event "Overt Hunt Outcomes" (Event 14027). Fixed event name. For some reason, they were on the event file rather than the event_text file. See also: Broken_Hills.txt in events.
                End Game events:
                    - RCC's action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                    - Nations which attack everyone during the End War won't merely say "We Will Not Join". This is now for real neutrals.
                    - Corrected "battelfield" to "battlefield" in the Mutant Army's End War event. Literally unplayable.
                    - "Warlord Gammorin Decides the Mutant Future": Changed description, original was too simple.
                    - Many End War choices now have flavour in their choices for certain nations.
                    - "The City of the Dead Chooses" no longer refers to the FUSA due to them possibly dying in the civil war.
                Gaining Control:
                    - Updated the Gaining Control events to account for Illya's changes.      
                General:
                    - Tadziomencel leaves event: The ending of Tadz's message had an extra ". Literally unplayable.
                Manitou Tribes:
                    - Manitou Tribes event: "Louisiana Tribal Nation", now correctly titled "Manitou Tribal Nation".  
                Mayan Empire:
                    - 'Devices' in the intro event was mispelled as 'devises'. Literally unplayable.
                NCR:
                    - "History of the Rangers" event changed a little to account for newer lore.
                    - "Tandi speaks on slavery" Now has an actual speech, hopefully very Tandi-like.
                Unifications:
                    - "Arizona United" description no longer lines up with the lore, rewritten.
                    - "Oregon United":
                        - "Tribe of the Sea Dancers" no mispelled as "teh Sea Dancers". Literally unplayable.
                        - "Klamath Falls" is now Pioneer Alliance as it should be. A little fix to some old writing.
                        - Also added something extra.
                White Legs:
                    - White Legs tribal raids event: "What is ours is ours, what is theirs is ours too!", not "What is theirs' is ours, what is ours is ours!" It sounds better now.
                  
          
            province_names.csv:
                - San Luis Obispo (6125) province still had its original name. Fixed, its now Lost Hills.
                    Note: I know, its actually NOT in the original Lost Hills. Lost Hills is located more or less in the last western tip of Visalia province. Giving Visalia to the Brotherhood, however, would pretty much cut the NCR in half. Also the province itself is too big. That can only be fixed with map modding, something I am going to hold off for a good while. So San Luis Obispo is right now the best place the Brotherhood can be in.
              
              
            scenario_text.csv:
                - Calgary Confederacy scenario text: Was saying "resources war" instead of "Resource Wars". Literally unplayable.
                - Quebec had no scenario description, added one.
                - Fixed too many quote marks on Nuka Cola's description
                - Kurtz' Camp description had incompatibilities with in-game lore from Fallout New Vegas. This is no longer the case. Thank you to John Henry Eden for bringing it to my attention.
                - NROM description description had incompatibilities with in-game lore from Fallout New Vegas. This is no longer the case. Also, the description was expanded on. Thank you to John Henry Eden for bringing it to my attention.
          
            unit_names.csv:
                - motorboats are no longer called a "squadron" even through there's just a single one.
          
    db:      
    
        - armynames.csv:
            - MOR/Canaan had Morrocan army names. Fixed it by adding a few army names pertaining to LDS history and New Canaan lore. Hopefully they will make those army names more diverse and interesting.
    
        - building_cost.txt:
            - Infra building cost is now 1 (was 3), just like in vanilla. However, it now takes 80 days (base) to build infra. Subject to further change.
            - Land Fort and Coastal fort building time (base) is 100 days (was 80).
          
        - revolt.txt:
            - More comments.
            - Changed reference to an old province called "Repulse Bay" to "Port Nelson". Any similar reference must be changed in other files.
          
        - Province.csv:
            - Resources from all provinces in-game taken to scenario files. This will make the amount of on-map resources more transparent and easier to account for.
          
    
        events:      
      
            Broken_Hills.txt:
                - Added proper event name, descriptions and action names for the event "Expedition Dangers" (Event 14010). For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
                - Added proper event name, descriptions and action names for the event "Covert Hunt Outcomes" (Event 14026). For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
                - Added proper event name, descriptions and action names for the event "Overt Hunt Outcomes" (Event 14027). Fixed event name. For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
      
            Commonweath.txt:
                - Small adjustment to joining events; they now set a important flag. Also, the free choice event is player-only.
              
            End_game.txt:
                - The Tides of War (104109) event now requires victory points = 250 to fire (Was 340. Was 170).
                - Most nations can now choose to declare war against all the three alliances at once, similar to what some super-aggressive nations already do. This is what the game called "Neutral" before and I now call the "Wildcard" option. This is for both players and AI. Some nations will be more or less prone to this. A few nations will ALWAYS go Wildcard, such as the Zombie Apocalypse.
                - Added new End War events for the following nations:
                    - Beastlords
                    - Calgary Confederacy
                    - Commonwealth
                    - New Canaan
                    - Nuka Cola Company
                    - Quebec
                    - White Legs
                - The new End War Standard Political Matrix:
                    Dictatorship of Man:
                        Fundamentalist Oligarchy
                        Pre-War Government
                    American Unity:
                        Post-War Republic
                        Military Technocracy
                    Jihad:
                        Anarchic Commune
                        Traditional Customs
                    Neutral or Wildcard:
                        Criminal Corporation
                        Enforced Elitocracy
                        Merchant State
                        Organized Gang
                    - Note: Mutant Nations (Necropolis, Mutant Army, etc) follow different rules, because they cannot join the Dictatorship.
                    - Note 2: Many nations have their own rules for this. Some will always join a certain side (New Arroyo will always go Jihad, for example), many have their own special weird rules.
                  
                - Fixed certain AI countries' ability to join alliances:
                    - NROM will now join properly, rather than being locked into neutrality most of the time. The AI can also join the Jihad, althrough that's unlikely. It can also go Wildcard, but that's unlikely.
                    - Previously, NCR only joined the Jihad - unless they had the Mandate of Authority. Now they can join any faction.
                    - Necropolis AI is also now able to choose any alliance, it would go neutral before.
                    - Mayan Empire now uses the same rules for joining alliances as most human nations do.
                - RCC's action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                - Manitou Tribes can now choose to join the Dictatorship of Man, and also go Wildcard. The AI won't, but players now have the two possibilies.
                - NROM now has their own messages for joining up Alliances.
                - RCC also has their own special action message for joining the Dictatorship and for fighting everyone.
                - Caesar's Legion action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                - RCC AI is now able to join the Jihad with the right conditions.
                - Fixed some issues with flag setting and modification that may have been breaking the sequencing.
                    - Fixed a possible bug with the sequencing in RCC's events which may have breaking some things.
                    - Fixed another possible issue with the sequencing in Pioneer Alliance's events which may have been breaking some things.
                    - Fixed New Church's possible sequence issues
                - Den now has a special action message for joining the American Unity.
                - Darien Tribes now has the option of not joining the war at all or attacking everyone.
                - Harlequins now have the option of not joining the war at all or attacking everyone.
                - The Huns now have the option of not joining the war at all or attacking everyone.
                - New Church can now join the Jihad (probably won't, but it can)
    
          
            gaining_control.txt: Updated to Illya's new Gaining Control model. It is now possible to:
                1. Take control of land owned by non-enemy, non-wasteland and non-rebel countries.
                2. Give back land which belongs to other countries which are not enemies.
          
            Decisions.txt:
                - Fixed "Buy Imp. Rocket Company" giving a Missile Company rather a proper Improved Rocket Company. This was clearly making Rockets the superior choice to Avengers, and for the money-rich, made researching an entire group of attachments an waste of time.
                - Fixed a number of Invalid String ID [name] warnings in events 610404 - 610407.
              
            Enclave.txt:
                - Invalid String ID [name] warnings in event 11105
          
            General.txt:
                - Gave new "Nation Gone" events to:
                    - Calgary Confederacy
                    - Commonwealth
                    - New Canaan
                    - Nuka Cola Company
                    - Quebec
                    - Vault 10
                    - White Legs
          
            White_Legs.txt:  
                - White Legs given a -20% supply efficiency penalty. This is to simulate the fact White Legs are literally rapacious tribals who do not undertake any sustainable activities. This is canon, as in canon, the White Legs' tribe was expanding by the time of Honest Hearts and stretching their capability to provide for themselves - which is why they wanted to join the Legion so hard. This is a little test of a future gameplay mechanic.
              
            Pioneer_Alliance.txt:
                - Fixed bug where Pioneer Alliance obtaining Eugene would sleep the Gaining Control event for Colorado Springs instead of the event for Eugene.
              
            Raids.txt:
                - Caesar's Legion no longer raids New Reno. This never made sense, because New Reno is quite closely tied with the Slavers' Guild. Rather, the Legion will now raid the New Church, but only if The Vipers no longer exist - essentially, without the Vipers on the way, Legion raiding parties can get to Texas.
              
            Unifications.txt:
                - Fixed bug making Panama harder to unify.  This happened because the Panaman Ridge region has 14 provinces, but only 7 are on the map - the other ones belong are in South America. Panama Unification now only requires owning 3 out of 7 provinces, rather than the previous 7 provinces. It doesn't mean much right now, but it will be more important in the future.
                - Unifications in provinces with gold and silver reserves no longer give a flat money income. Rather, it gives a bonus in ic production of X resources ({ type = industrial_modifier which = [money] value = [] }). I roll dice twice to determinate a max cap, then roll a dice with the number of the cap to determine the total number.
                    - Utah Unification no longer gives 27.11 money, but rather type = industrial_modifier which = [money] value = [2.71], or +2.71% industrial modifier for producing money.
                    - New Mexico Unification no longer gives 14.80 money, but rather industrial_modifier which = [money] value = [5.92], or +5.92% industrial modifier for producing money.
                    - Colorado Unification no longer gives 9.28 money, but rather industrial_modifier which = [money] value = [3.24], or +3.24% industrial modifier for producing money.
                    - Nevada Unification no longer gives 48.45 money (no seriously, that was insane), but rather industrial_modifier which = [money] value = [12.11], or +12.11% industrial modifier for producing money.
              
        units:
    
            divisions:
          
                bergjaeger.txt:
                    - Super Mutants can now have two brigade attachments per unit.
                  
                d_rsv_33.txt:  
                    - Power Armor is now allowed two brigade attachments per unit.
                  
                  
    map:
    
        adj-defs:
    
            - Ships in Eugene Province are now able to properly go into the sea and back. Before, they could't get out of Eugene province.
            - It is now possible to go from the Great Lakes to the Fleuve Saint-Laurent:
                Lake Huron (3008) to Lake Eire (3009). Sea.
                Lake Eire (3009) to Lake Ontario (3010). Sea.
                Lake Ontario (3010) to Fleuve Saint laurent (4250). Sea. I'm going to try something new by setting the province it will go through to 574 (Quebec)
              
        navaldist.tbl:
    
            - New navaldist file in order to allow the connection changes.
          
          
    scenarios
    
        2245:
      
            - Off-map resources no longer count as points in land. This means that conquering land occupied by a country with off-map resource income, shall no longer increase Victory Points without a corresponding increase in income. This was making me wonder why so many minor nations possessed relatively large VP counts, even compared to majors like the NCR. This also means its harder to trigger Warmonger.
            - Victory Points that do not come from resources in-province are being purged. These usually are in Wastelands.inc, but also from vp.inc. If you see any Victory Points areas that have no resources, bases or anything on them, report to the Brotherhood Inquisitors and we shall do with them what we did to the HR callendar. Remember that one? No? Good.
            - Victory Points are being recalculated across the board. Many nations have province with wrong VP number calculations, somebody made a math mistake (probably me, Slaughter).
            - Province Infraestructure ported from province.csv to scenario files, just like resources. Why? Because having to use province.csv AND the scenario files to fiddle with things is a pain in the ass, and scenario files are far more confortable and organized to me.
            - Less bases pre-placed on the map as a whole, and the ones that remain are lower-level. Want a high-level airbase? BUILD IT.
            - Infra levels were also changed across the board, generally downwards - this IS a post-apocalyptic wasteland, after all. Low infraestructure should be norm, with the odd high infraestructure. A few states' infraestructure is also too homogenous. Many provinces were changed via dice roll, to make it more random and account for nuclear strikes and neglect. Its very simple: Roll a dice equal to the number of the infraestructure, diminish the infra by this number (so -1 = 10% or -0.1 infra), unless its equal, then keep it.
            - Fixed (possibly) "The Altoona Bug": Altoona province (618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the province id number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND especially the Dark Cathedral, because it got this province when it revolted in the Civil War. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop. Simiarly, fixed a "Sherbrooke bug" that was causing similar issues (resources supposed to be in Sherbrooke were going to George Town... a province in the Caribbean).
            - Resource Revamps: Changed the way metals, rares and energy derived from mineral sources (coal and uranium) are calculated in my new real-life based resources. Some more details:
                - If the resource is less than 1, assume the full value.
                - If between 1 and 9, roll a single dice to determine percentage.
                - Above 10, roll two dice: An 1d10 to determine the maximum cap and another dice decided by the first throw. First throw determines how much % of that deposit is still recoverable, and the second determines how much can be accessed right now. For example: 20 metal, roll 1d10 = 5. 5 = 50%, which means the maximum that can be extracted is 10 metals or 50%. Then we throw a 1d5, let's say it comes 2/20%. This means that upon map start, there will be 4 metal on the map.
                - After 150, there's a further -10% maximum cap, so first roll becomes a 1d9 after 150, 1d8 after 300 and so on.
                - The difference between the two dices doesn't matter in practice... for now. But it will be pretty important in... future plans.
          
            Broken Hills.inc:
          
                - Lovelock (6143) infraestructure went from 80% to 50% (infra nerf by dice-roll).
                - Lovelock now has 33 Victory points, increased by +1 (wrong calculation).  
          
            Beastlords.inc:
              
                - Updated minor description inside
                - Added province.csv data to scenario file.
                - Cape Girardeau (6365) infra nerf, from 80% to 60% - it was too much, but 60% kept to the average of the area. Also, has an extra vp now.
              
              
            Caesar's_Legion.inc:
    
                - Added Arizona provinces csv info to this file.
                    - Infraestructure nerfs by dice roll.
                - Fixed Victory Points (were often not counting csv resources)
                - Phoenix now has 6 victory points, up from 2.
                - Two Sun/Tucson now has 13 victory points (was    11).
                - Globe (6155) now has 8 victory points (was 10).
              
              
              
            Commonwealth.inc:
    
                - Fixed bug where Commonwealth's capital was located in Washington D.C, for some reason, even through it did not own that province.
                - Added some province.csv data
                    - Infra nerf by dice roll.
                  
            Darien Tribes:
                - Added province.csv data
                - Panamá (888) victory points changed to 5 (Was 3)
                - Darien Tribes can now enter Wasteland territory and take marauder-owned land - it was a simple matter of not having military access to REB.
              
            Dead_Islands.inc:
                - Attu Station (3558) victory points changed to 1 (Was 2)
                - Added Kiska (7299) data.
              
            Den.inc:
          
                - Alturas province (6133) VPs changed from 20 to 16.
              
            East_BOS.inc:
                - Chicago (620) victory points changed to 29 (Was 26), vps weren't counting all the bases from Installations.inc.
                - Peoria (625) victory points changed to 7 (Was 9)
                - Added Aurora province (6396) data.
      
            Enclave.inc:
                - Adding CSV data to Enclave scenario data (Alaskan Provinces)
                - Eureka/Navarro Base province (766) no longer is defined both in this file AND Navarro.inc. Now it is only defined in Navarro.inc, to prevent issues with two provinces being defined at once.
                - Dillingham (548) now has 11 victory points (Was 12)
                - Anchorage (549) now has 12 victory points (Was 9)
                - Kodiak Island (6869) now has 0 VPs (Was 5)
                - Cold Bay points = 3 # Was 5
                - Unalaska resources are now in the scenario file, not in province.csv
                - Unalaska Island (692) victory points are now 43 (Was 5 for some reason, 45 before that)
                - Honolulu province (663):
                    - Was labelled Pearl Harbour, fixed.
                    - Removed 1 vp.
              
            Former_USA - Boston.inc
                - Minor adjustments
                - Added New Jersey info from province.csv.  
                    - Infraestructure nerf. All done in Former_USA - Boston.inc.
                - Added Massachussets Wastelands data from csv
                    - Infra nerf by dice roll.
                - Richmond and Norfolk with each other's names, lulz.
                - Norfolk province (623) now has 4 VPs (was 2). Wans't accounting for installations VPs properly, althrough they were nerfed in this version.
                - Added West Virginia data from csv and fixed errors.
                    - Wheeling was described as Charleston, old map weirdness. Fixed.
                    - Wheeling now has 9 VP, rather than the 12 it had (11 from the file and +1 from vp.inc)
                    - Huntington (Clarksburg in the old map) went from 4 to 5 VPs (resources were adjusted before but not the VPs, aparently).
                    - Infra nerfed by dice roll.  
                - Added Virginia data from csv.
                    - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files.
                    - Newsport News (6471) victory points changed to 1 (was 2)
                - Added lvl2 coastal forts in DC to keep the 13 VP value.
                - Added Maryland-Delaware province data from province.csv.
                    - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files.
                - Added Connecticut-Rhode Island Wastelands provinces and province.csv data
                            - Infra nerf by dice roll.
                - Added Pennsylvania data from province.csv
                    - Philadelphia (608) victory points changed to 5 (Was 6)
                    - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
                - Added New York data from province.csv
                    - Infra nerf by dice roll except in provinces which were already balanced and logical.
                    - New York (602) victory points changed to 7 (was 8)
                - Fixed "The Altoona Bug": Altoona province (#618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND especially the Dark Cathedral, because it got this province when it revolted in the Civil War. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop.
                - Fixed Newark (#603) VPs. It had 7 VPs + 1 from the vp.inc file, when the correct number was 5.
              
           
            Gecko.inc:  
                - Gecko/Vale(6103) victory points changed to 37 (Was 39).
          
            Hub.inc:
                - Off-map resource income no longer counts as province VPs.
                - San Bernardino now has 19 VP, decreased from 35, because off-map resources were being counted. Correct amount is 32, actually, the calculation was wrong.
              
            Ice_Wastes.inc:
                - Added Northwest Territories province.csv data
                    - Did not mess much with the infra levels here, too little already.
                - Yellowknife (558) now has 16 (was 15) victory points.
          
            Installations.inc:
                - Minor changes.
                - Generally removed a lot of those vanilla E3 map cookie-cutter 1/4 AA/Airbase bases in state capitals and such.
                - Took out Washington's DC bases, as they were too high (10/10 air/naval bases? Holy shit) and transfered the lvl4 AA to the FUSA Boston file.
                - Removed 20 levels of bases, 10 air and 10 naval bases. Ported 1lvl of AA into NCR.inc file. Too high and too easy for the NCR to obtain max-level naval and air bases.
                - Removed 3/4/8 AA/air base/naval base from Los Angeles (762). Current levels are 1/4/2, respectivelly.
                - San Francisco instalations removed, the Shi_Empire.inc file already covered those. Also, 10/10 air and naval bases were too much.
                - Salt Lake City (733) had 1 level of AA and a level 10 airbase. This is no longer the case and both things have been removed - SLC was violently bombed according to Honest Hearts, so it makes no sense for all that infraestructure to be there.
                - Current size of Denver airbase is now 0, it will increase with time.
                - Portland's airbase level changed to 1 (was 4)
                - Seattle (780) naval/air base levels changed from 10/10 to 4/4. The levels are intentionally higher than LA and San Diego, to show that Seattle was not as severely nuked.
                - Bases wrongfully allocated to Lawton (713) are now correctly pointed to Oklahoma City (793).
                    - Base values changed: From 1/4 AA/Air Base, to 1 Air Base. Also the province now has a landfort.
                - Bases wrongfully allocated to Oklahoma City (793) are correctly pointed to Tulsa (2682).
                    - Base values changed: From 1/4 AA/Air Base, to merely 3 AA.
                - Bases allocated to Omaha (790) were wrongfully pointed to Lincoln (789) province. Fixed.
                - Bases allocated to Minneapolis (2261) were wrongfully pointed to Rochester (693) province. Fixed.
                - Minneapolis (2261) airbase level changed to 2 (was 4)
                - Saint Louis (689) airbase level changed to 2 (was 4)
                - Milwaukee (621) AA/air base levels changed from 1/4 to 3/1. Why? Because there's a lot of state capitals with a 1/4 level for some reason. This makes Milwaukee a bit different.
                - Chicago (620) airbase level changed to 5 (was 10). Was too high.
                - Detroit (616) AA/air base levels changed from 1/4 to 3/1.
                - Deleted bases in Memphis (673) because I think I wanted things to be different here.
                - Charlotte province (637) no longer has any airbases. Went from 4 levels to 0, and AA went from 1 to 5.
                - Removed 1 lvl AA and 4 lvls of air base in Biloxi
                - Removed 1 lvl AA and 4 lvls of air base in Atlanta (670).
                - Removed 4 lvl of air base and added 2 lvls of AA in Charleston, SC (644).
                - Miami AA, Airbase and Naval Base values changed to 2/2/2, respectively (was 1/10/10)
                - Bases in Pearl Harbour had the wrong province id.
                - Pearl Harbour (7242) bases went from 3/10/10 AA/Naval Bases/Air Bases, to 3/5/5 respectively.
                - Louisville (641) AA/air base levels changed from 1/4 to 3/0.
                - Norfolk (632) bases changed from 4/10/10 Anti-Air, Air Base and Naval (24 levels total), to 4/5/5 (14 levels), respectively. Too strong.
                - Pittsburgh (614) bases changed from 1/4 Anti-Air, Air Base, to 4/1 AA and airbase respectively.
                - Syracuse (592) bases changed from 1/4 Anti-Air, Air Base, to 1/2 AA and airbase respectively.
                - Removed New York (602) bases, which were 4/10/10 for Anti-Air, Air Base and Naval Base respectively. This is too much, and not to mention, there are already bases defined in the scenario files, so those bases in the Installations file make no sense.
                - Removed Two Sun/Tucson bases (1 AA/4 Airbase).
                - Removed Sacramento (764) bases (1 AA/4 Airbase).
                - Removed Santa Fé (725) bases (1 AA/4 Airbase)
                - Houston (716) bases changed from 1/4 Anti-Air, Air Base, to 1/1 AA/Air Base. Still the same points because Houston now has a landfort.
                - Deleted 1/4 AA/Air Base bases at Little Rock (683) province in Arkansas.
                - Deleted 1/4 AA/Air Base bases at Bismarck (698) province in North Dakota.
                - Boston (600) bases changed from 3/10/10 Anti-Air, Air Base and Naval Base, to 3/4/4 AA/Air/Naval Base.
                - Vancouver (541) bases changed from 3/10/10 Anti-Air, Air Base and Naval Base, to 3/3/3 AA/Air/Naval Base.
                - Winnipeg bases changed from 1/4 AA/Airbase to 1 airbase.
                - Took out Ottawa (588) bases: 3/4 AA and Airbase.
                - Removed the enormous bases in St. John's (576) province (once Newfoundland), as the Wasteland.inc file already has a few bases for it.
                - Halifax province (579) bases changed from 1/4/10 AA/Air/Naval base to 1/2/3 AA/Air/Naval base, respectively.
                - Fixed bases being pointed to León de los Aldama (747) instead of Monterrey (745) due to old map shenanigans.
                - Puerto Barrios (2649) bases changed from 1/4/4 AA/Air/Naval Base, to 1/2/2 AA/Air/Naval base, respectively.
                - San José (540) bases changed from 1/4/10 AA/Air/Naval Base, to 1/2/4 AA/Air/Naval Base, respectively.
                - Tegucigalpa (760) bases changed from 1/4/4 AA/Air/Naval Base, to 4/2/3 AA/Air/Naval Base, respectively. Also fixed province id, it was pointing to Choluteca (4299).
                - Andros Town (2963) bases changed from 1/4 AA/Airbase to 1/1 AA/Airbase, respectively. Was also using Nassau's province ID (652) mistakenly.
                - Havana (654) bases changed from 1/4 AA/Navalbase to 1/2 AA/Navalbase, respectively.
                - Guantanamo Bay Naval Base (894) bases changed from 1/4/10 AA/Air/Naval Base, to 10/2/3 AA/Air/Naval Base, respectively.
              
              
              
              
            Junkers.inc:
                - Corrected VP count of Pittsburgh from 13 to 15, did not correspond to its resources.
                - Added Pennsylvania data from province.csv
                    - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
              
            Kansas_Free_State.inc:
    
                - Corrected province ID/name relations.
                - Added resources from CSV into scenario file. This also had a few other effects, such as a small VP increase.
                - Topeka (6231) now has 5 victory points (was 7)
                - Lawrence (6232) now has 3 vps (Was 5)
                - Kansas City, KS (792) victory points changed to 6 (was 8)
          
            Kurtz's Camp.inc:
                - Fixed base of Kurtz' helicopters. They were based in Las Vegas, when they should have been based in Manti (his current capital).
                - Manti now has 40 infra.
                - Added province.csv data.
                - Resource Revamps:
                    - Utah:
                        - Manti (6162) province:
                            - energy = 102.43 # scenario (10) + 92.43. Willberg Coal Mine (4.47 40/40%), Sufco Coal Mine (13.5 30/30%), Dugout Coal Canyon (2.02/6.75 30/100%), Crandall Canyon Coal Mine (1.52/5.08 30/100%), Skyline Complex Coal: (6.75/11.25 30/50%), Trail Mountain Coal (13.05/15.66 50/60%), San Rafael River Distrct/San Rafael Project: 44.37 U Energy (30.88 50/50% + 13.49 40/40%). Was 222.12. Was 10.
                            - victory points = 13 (Was 25)
              
            Manitou_Tribes.inc  
                - Baton Rouge (6274) now has 0 victory points (was 1)
                - Added Biloxi data.
                - Mobile (678) now has 6 victory points (was 8)
                - Pensacola (676) now has 4 victory points (was 5)
                - Added province.csv data.
                - Infraestructure nerf by dice.
              
            Metis confederacy.inc:
                - Calgary (797) now has 10 victory points (was 8)
                - Claresholm (6819) now has 2 victory points (was 3)
              
            Mexican_Raiders.inc:
                - Saltillo (742) now has 8 victory points (was 13)
                - Monterey (745) now has 6 victory points (was 11)
                - Added province.csv data.
          
              
            Mutant_Army.inc:
                - Minneapolis (2261) now has 13 victory points (was 17)
                - A boit of infra nerf by die roll.
              
          
            Navarro.inc:
                - Eureka/Navarro base IC went from 8 to 5, due to not counting off-map resources anymore.
          
            NCR.inc:
                - San Diego (761) VPs changed from 11 to 8.
                - Added California data from province.csv.
                    - Infraestructure rebalance to some provinces.
                - Added 1 level of AA to San Diego ported from Installations.inc
                - San Diego no longer has 10/10 naval/air bases. Currently it is 2/1, which is far more realistic and balanced. This change happened at the Installations.inc file, but its important to detail it here as well for balance reasons.
                - Removed 3/4/8 AA/air base/naval base from Los Angeles (762). Current levels are 1/4/2, respectivelly. Most of it was removed from Installations.inc, but some of it was ported, such as the naval base and AA. Point calculation was wrong, but this change meant it would continue with 19 VP was before.
                - Santa Barbara province (2709) victory points changed from 5 to 4. Calculation mistake, aparently.
                - Shady Sands/El Portal (6117) had a wrong victory point calculation. Was 19, now 18 VP.
                - Porterville(6124) province now has 40% infra.
                - Stockton (6129) VP increased to 2, was 1 (didn't take csv infra in account).
          
            Necropolis.inc:
                - Off-map resources no longer count as in-province VPs.
                - Necropolis/Bakersfield province VPs diminished from 23 to 11. Also, correct amonut was 21 not 23.
              
            New Arroyo.inc:
                - Arroyo/Marshfield (6107) victory points diminished to 12 (Was 13)
                - Corvallis (6108) victory points changed to 7 (Was 10).
          
            New_Canaan.inc:
                - Salt Lake City manpower changed from 0.5 to 1, because 0.5 doesn't show up on the map and doesn't work (a pity).
                - Added province.csv Utah data.
                - Ogden (6159) victory points changed to 9 (was 5)
                - Resource Revamps:
                    - Utah Resource Revamps:
                        - Salt Lake City (733):
                            - rare_materials = 45.31 # scenario (1) + 43.71 from Bingham Canyon Mine/Kenneth Copper Mine (20/25, 40/50% Mo + 21.2/23,85 80/90% Mo + 2.51 100% Cu), White Pine District (0.96/1.60 60/100% Mo). Was 81.61.  Was 1.
                            - Salt Lake City victory points changed to 9 (Was 16)
          
            New_Reno.inc:
                - Reno province VPs corrected. 26, not 25.
                - Added Nevada province.csv data.
                    - Infraestructure nerf by dice roll.
                  
            NROM.inc:
                - Added province.csv data
                - Pueblo (741) had the ID of the province of Chilpancingo de los Bravo (4326), which meant the later got resources meant for the former. Both belong to the NROM, but that is still wrong. Fixed.
                - Acapulco de Juárez (751) victory points changed to 9 (Was 7).
                    - Was Guadalajara in old map and labelled as such in the scenario files. Fixed.
              
            Nuka.inc:
                - Added Georgia csv resources.
                - Atlanta (670) victory points changed to 5 (Was 1).
                - Atlanta had a small infra nerf
              
            Pioneer_Alliance.inc:
                - Klamath Falls (6106) victory points changed to 9 (Was 12)
          
            Rad-Zombie Wastes.inc:
                - Added all data pertaining to resources previously in the csv file.
          
            RCC.inc:
                - Fixed two MASSIVE BUGS which resulted in a drastically weakened and nerfed RCC (on the order of -10 IC and many other changes like less manpower and resources in general), throwing the East Coast balance all out of wack:
                    - Fixed "The Altoona Bug": Altoona province (#618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND the Dark Cathedral, because it got this province when it revolted. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop.
                    - Fixed "The Sherbrooke Bug". There was a mix-up between the provinces George Town (584) and Sherbrooke (1909). Aparently, George Town's current province id was used for Sherbrooke in the old map. In practice, a Wasteland province in the Caribbean was getting resources meant for a province in Canada held by the Royal Canadians, weakning Canada even more.
                - No longer attributing infra to "Flint" (actually Grand Rapids), even through it doesn't own the province. This is an old map bug.
                - Ottawa (588) victory points changed to 11 (was 14, but should have been 13 before I nerfed the bases).
                - Toronto (589) victory points changed to 2 (was 4).
                - Hamilton (599) victory points changed to 0 (was 1).
                - Oshawa (2731) victory points changed to 0 (was 2).
                - Quebéc (574) victory points changed to 9 (was 11).
                - Montreal (585) victory points changed to 6 (was 3, wrong calculus).
              
              
              
            Reavers.inc:
                - Cape Girardeau (6366) victory points changed to 11 (Was 13)
                - Small infra changes.
                - Added province.csv data.
                - Reavers no longer claim all the starting provinces of the East BOS for some reason. Now they claim Wichita (2680), which is more or less where Newton, Kansas is - their original base in Fallout Tactics.
              
            Redding.inc:
                - Redding province VP is now 37, was 38 before. Wrong calculation, aparently.
              
            Reservation.inc:
                - Resource Revamps:
                    - Los Alamos/Reservation (6182) province:
                        energy = 43.19 #  Scenario (24) + Rio Puerco (10.30 5% U energy) + 8.08 from Coal (2.86 10%/10% from Monero Coal Field + 1.65/1.84 90/100% from Tierra Marilla Coal field + (2.43/3.48 79/100% + 1.14 10/10%) from Ignacio Chavez Wilderness Study Area coal) + 0.81 + from Abiquiu Dam (0.41/1.65) and El Vado Dam (0.40/0.80), for hydro max of 2.45. Was 70.21.
                        - metal = 21.4 #  scenario (15) + Bromide No.2 District (6.4). Was 47. Was 24. Was 15.
                        - rare_materials =  10.86 # Was 10. Now 10 + 0.86 (Nacimiento District)
                        - manpower = 5 # scenario (2) + 3 (1 Tiwa + 2 Jicarilla Apache. Los Alamos is intentionally nerfed because of balance, and because of the lore: The area near Reservation is said to be heavily radioactive, due to Chinese Nukes attempting to hit the Reservation and missing. So I make it as such that a bunch of tribes fled the area to nearby lands). Was 6. Was 2.
                        - Victory points = 19 # Was 27.
                  
              
              
            Robot_Nation.inc:
                - Resource Revamp:
                    - Aspen Robotics Center (706) province
                        - energy = 139.19 # . Currently 114 + 23.70 Coal + 1.49 hydro. 1.49 Hydro, Shoshone Generating Station(1.12/1.50 Light Damage), Ruedi Power Plant(0.37/0.50 Light Damage). Twentymile Mine(1.97 10/10 % coal), Sage Creek Mine(21.73 30/30% coal). Was 207.72. Was 114 (scenario).
                        - points = 44 # Was 51. Was 50
                    - Grand Junction Camps (708) province:
                        - energy = 93.3 # Now 53 + 40.34. Colowyo Mine(5.94 60/100% Coal energy), Red Cliff Mine(14.4 Coal energy). Rifle Mine (20 1/5% U3O8). Was 78.7. Was 53 (scenario).
                        - victory points = 18 # Was 16. Was 14
                          
              
            Shi_Empire.inc:
                - San Francisco's VPs no longer consider off-map resources. So its VPs went from 32 to 19.
                - San Francisco no longer has AA, and ten levels of airbase and naval base. Now it only has a level 2 airbase. The real change was in installations.inc, but its worth listing here as well.
                - Added province.csv resources into file.
                    - Oakland county now has 80% infra (10% was there + 70 in the csv)
                  
            Spiders.inc:
                - Added province.csv data to scenario files
                - Tampa (649) now has 5 VPs (was 6)
                - Infraestructure nerf by dice.
          
            Wasteland.inc:
          
                - Fixed a small mistake in assigning province resource in Mexico
                - Fixed Grand Rapids and Flint provinces having resources attributed in the RCC file instead of Wasteland. Added resources from the CSV file too.
                - Added United States province data from province.csv:
                    - Added American Pacific data (just Hawaii really, rest is off-map for now)
                        - Added Hawaii data (but not really, its all in the Enclave's file)
                    - Added Alaska Region data:
                        - Added Alaska state data.
                            - Very slight infraestructure nerf. The infra is about as low as it gets here.
                        - Added Alaskan archipelago data.
                    - Added Southwest US data:
                        - Added California data
                            - Infraestructure nerf by dice roll, except some provinces whose values were already correct.
                            - Nevada City (6116) victory points changed from 12 to 14.
                            - Ukiah (6127) has -1 rare materials.
                        - Added Nevada data
                            - Infraestructure nerf by dice roll in some provinces (If I did all of them, it would end up with pretty none)
                        - Added Arizona data
                            - Infra nerf by dice roll.
                            - Flagstaff had one less VP than it should have had, but resources ported from province.csv corrected it.
                            - Parker gained an extra VP (3, from 2)
                            - Fredonia/Hoover Dam (6152) now has 5 VP (was 6)
                        - Added Utah data.
                            - Infra nerf by dice on most provinces.
                    - Added Northwest US data  
                        - Added Oregon data.
                            - Infra nerf by dice roll.
                        - Added Idaho data.
                        - Infra rebalanced, too homogenous (almost all 40%)
                        - Added Washington state data
                            - Seattle did not have enough points for all the bases it has, even if I did decrease them.
                            - Infra nerf by dice roll.
                        - Added Montana state data.
                            - Too much infra = 0.5 (50%), so I did a big nerf: Threw some dice to decide the nerf.
                            - Removed a victory point from Helena (2367)
                            - Removed 2 VPs from Missoula (772)
                        - Added Wyoming data.
                            - Removed 4 VPs from Casper (704)
                            - Removed 2 VPs from Rock Springs (732)      
                            - Infraestructure nerf by dice thrown
                    - Added Southcentral US data
                        - Added New Mexico data.
                            - Big infra nerf, using dice rolls.
                        - Added Colorado data
                            - Infraestructure nerf by dice roll.
                            - Boulder (6165) victory points currently 2 (was 3), due to infra nerf.
                        - Added Kansas data.
                            - Ported all Kansas resources from CSV to this file.
                            - Decreased infra in Kansas provinces somewhat (too homogenous, almost all 0.5) through dice rolls.
                            - Removed 2 vps from province Dodge City (6237)
                            - Took out 2 vps from Colby (6238)
                        - Added Oklahoma data
                            - Infraestructure nerf by dice roll.
                            - Removed 2 vps from Oklahoma City (793)
                            - Removed 2 vps for nothing from Tulsa (2682). It now has 2 vps from csv resources.
                            - Removed 1 vp from Beaver (6224)
                        - Added Texas data
                            - Nerfed many provinces' infra through dice rolls.
                            - Removed 1 vp from Austin (686). This province should't even be in this file, but on New Church's.
                            - Removed 2 vps from San Antonio (717)
                            - Removed 4(!) vps from Amarillo (721)
                            - Removed 3 vps from Corpus Christi (748)
                            - Removed 3 vps from Abilene (6255)
                        - Added Arkansas data.  
                            - Removed 2 vps from Fayetteville (6282)
                            - Removed 1 vp from Fort Smith (6283).
                            - Removed 6 vps(!) from Little Rock (683)
                            - Infraestructure nerf via dice roll.
                        - Added Lousiana data
                            - Infraestructure nerf via dice roll.
                    - Added Midwest data
                        - Added North Dakota data
                            - Infraestructure nerf by dice roll
                            - Removed 2 vps from Bismarck (699)
                        - Added South Dakota data
                            - Infraestructure nerf by dice roll.
                        - Added Nebraska data
                            - Removed 3 vps from Lincoln (789)
                            - Removed 2 vps from Omaha (790)
                            - Infreastructure nerf by dice roll.
                        - Added Minnesota data  
                            - Infra nerf by dice roll
                        - Added Iowa data
                            - Infra nerf by dice roll, a new method.
                            - Removed 2 vp from Cedar Rapids (691)
                        - Added Missouri data  
                            - Infra nerf by dice roll.
                            - Removed 1 vp from Springfield, MO (688)
                            - Removed 5 vps(!) from Saint Joseph (690)
                        - Added Wisconsin data
                            - Removed 3 vps from Milwaukee (621)
                            - Milkwaukee (621) now has a single point from its installations.
                            - Infraestructure nerf by dice roll.
                        - Added Illinois data
                            - Removed 3 vps from Springfield, IL (626)
                            - Infraestructure nerf by dice roll
                        - Added Michigan data
                            - Removed 2 vp from Marquette (622)  
                            - Nerfed infra by dice roll.
                    - Added Southast US data
                        - Added Tennesse data
                            - Removed 3 vps from Knoxville, TN (642)
                            - Removed 2 vp from Nashville (671)  
                            - Removed 2 vp from Memphis (673)  
                            - Removed 2 vp from Chattanooga (2717)  
                            - Removed 2 vp from Columbia (6450)
                            - Nerfed infra by dice roll.
                        - Added North Carolina data
                            - Infra rebalance because it was too homogenous (almost all provinces had infra = 50%). So I just rolled 7-sided dice for all (because again, too homogenous) and had the dice decide. The dice is wise.
                        - Added Mississippi data
                            - Removed 2 vp from Jackson, MI (675)
                            - Infra nerf by dice roll.
                        - Added Alabama data
                            - Removed 10 (!!) vp from Montgomery (672)
                            - Removed 3 vps from Decatur (6432)
                            - Infra nerf by dice roll
                        - Added Georgia data
                            - Infra nerf by dice roll.
                            - Removed 1 vp from Augusta (2711)
                        - Added South Carolina data
                            - Infra nerf by dice roll.
                        - Added Florida data  
                            - Removed 1 vp from Jacksonville (648)
                            - Removed 1 vp from Orlando (650)
                            - Removed 2 vps from Miami (651)
                            - Infraestructure nerf by dice
                    - Added Northeast US data:
                        - Added Kentucky info.
                            - Kentucky infra was almost all 60% all around, too high and too homogenous. Infra nerfed by dice roll.
                            - Added 2 vp to Louisville
                        - Added Indiana info
                            - Removed 2 VPs from Evansville (6389)  
                            - Infra nerf by dice
                        - Added Ohio info
                            - Infra nerf by dice roll.
                            - Took out a VP from Cleveland, OH (615) because it clearly does not fit there.
                        - Added Virginia info (most of it to Former_USA - Boston.inc)
                            - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files. Used dice rolls for nerf.
                        - Added Maryland-Delaware info
                            - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files. Used dice rolls for nerf.
                        - Added New Jersey info.  
                            - Infraestructure nerf by dice roll. All done in Former_USA - Boston.inc.
                        - Added all New York wasteland provinces.
                            - Slightly dialed down the infra in some provinces.
                            - Infra nerf by dice roll except in provinces which were already balanced and logical.
                        - Added some Connecticut-Rhode Island info. See Former_USA - Boston.inc
                            - Infra nerf by dice roll.
                        - Added some Massachussets info
                            - Infra nerf by dice roll. See Former_USA - Boston.inc and Commonwealth.inc
                        - Added all Vermont Wastelands provinces
                            - Infra nerf by dice roll.
                        - Added some Pennsylvania info (honestly its all in Former_USA - Boston.inc and Junkers.inc files)
                            - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
                            - Decreased general infra, too high.
                        - Added all wasteland New Hampshire provinces
                            - Infra nerf by dice roll.
                        - Added all wasteland Maine provinces.
                            - Infra nerf by dice roll.
                        - Added all wasteland West Virginia provinces (see: Former USA - Boston.inc where all of it is)
                            - Infra nerf by dice roll.
                - Added Canadian Province data from province.csv:
                    - Added Northern Canada provinces.
                        - Added Yukon Territories provinces.
                            - No need for infra nerf, infra levels are so low there's barely anything here.
                        - Added Northwest Territories provinces (appears as "Eastern Northwest territories on the game, for some reason).
                            - Infra levels are already too small, didn't really mess with anything here.
                    - Added Western Canada provinces.
                        - Added British Columbia province.
                            - Removed 2 VPs from Vancouver (541)  
                            - Infra nerf by dice roll.
                            - Victoria (556) now has 3 victory points (was 6)
                        - Added Alberta province data.
                            - Removed 2 VPs from Edmonton (796)  
                    - Added Central Canada provinces. Note: Region is called merely "Canada" in the files. Vanilla relic?
                        - Added Saskatchewan provinces.
                            - Infra-rolled dice nerf. This time, I only rolled five-sided dice, because most of the infra was already pretty low-ish (mostly 30%, some 50%).
                            - Removed 1 VP from Saskatoon (798)  
                        - Added Manitoba provinces  
                            - Infra nerf by dice roll.
                            - Removed 2 VPs from Winnipeg (569)  
                            - Removed 1 VP from Dauphin (6710)
                            - Removed 2 VPs from Brandon (6712)  
                        - Added Ontario provinces  
                            - Removed 1 VP from Sault Ste Marie, ON (565)  
                            - Removed 1 VP from Fort William (571)  
                            - Removed 1 VP from Fort Severn (6670)  
                            - Infra nerf by dice roll
                        - Added Quebec provinces.
                            - Removed 1 VP from Senneterre (6629)  
                            - Removed 1 VP from Sept-Îles (6633)  
                            - Infra nerf by dice roll.
                        - Added New Foundland and Labrador provinces.
                            - Removed 1 VP from Nain (575), once merely Labrador province.
                            - Changes to St. John's bases:
                                - Bases from Installations.inc removed, it already had bases in the scenario file (removed for being too much).
                                - Current bases levels are: 2/2/2 AA/Naval/Air Base.
                            - Removed 1 VP from Michikamau Lake (6652), once merely Labrador province.
                            - St. John's victory points changed to 5 (was 3)
                            - North West River victory points changed to 2 (was 0)
                            - The infra is already very low and the area is pretty low-infra, so I didn't change anything infra-wise here.
                        - Added New Brunswick provinces
                            - Saint John victory points changed to 2 (was 0)
                            - Infra nerf by dice roll.
                        - Added Nova Scotia provinces  
                            - Removed 1 VP from Charlottetown (578), once Cape Breton province.
                            - Removed 1 VP from Halifax (579)
                            - Infra nerf by dice roll.
                - Added Mexican and Central America province data from province.csv:
                    - Important Note: Mexican areas are crap and in no way correspond to actual mexican states, which are far more than in map.
                    - Note 2: Not all these areas are in Mexico. Parts of Yucatan and Central Rainforests area are in the Mexico region, but parts of it are in the Central America region. Seems like the devs had a region/area limit or something, or just didn't want to put much effort in Mexico. Even Arcangelus changed the Unifications to better despict Mexico. Thus Mexico and Central America region provinces will be together for convenience reasons.
                    - Added Lower California provinces
                        - Infra nerf by dice roll.
                    - Added Chihuahua provinces
                        - Removed 2 VPs from Ciudad Juárez (740), or Nogales in the old map.
                        - Infra nerf by dice roll.
                    - Added Mexico City provinces.  
                        - Removed 2 VPs from Guadalajara (738).
                        - Removed 2 VPs from León de los Aldam (747), labelled as Morelia in the old map.
                        - Removed 1 VP from Morelia (750)
                        - Removed 2 VPs Acapulco de Juárez (751).
                        - Infra nerf by dice roll, except a few provinces that didn't need it.
                    - Added Vera Cruz provinces.
                        - Removed 1 VP from Matamoros (749)
                        - Veracruz (753) victory points changed to 2 (was 0)
                        - Oaxaca de Juárez (754) victory points changed to 1 (was 0)
                        - Infra nerf by dice.  
                    - Added all Central Rainforest provinces.
                        - Fixed VPs  
                        - Infra nerf by dice.
                    - Added all Yucatan provinces.  
                        - Pretty low infra levels in general, so dice rolling wans't even necessary. Might change my mind.  
                    - Added all Wasteland Nicaragua provinces
                        - Diminished Managua's VPs from 3 to 2, as is correct.
                        - Infra is mostly pretty low, so didn't roll dice. Not sure if it was like that or I changed it.
                - Added Caribbean province data from province.csv
                    - Added Antilles data (but no provinces yet because its all off the map_
                    - Added Bahamas Islands data
                        - Removed 1 VP from Cockburn Town (573). What an unfortunate name for a place.
                        - No infra nerf, infra was already pretty low all over the place (mostly 20%).
                    - Added Cuba data.
                        - Removed 1 VP from La Habana (654).
                        - La Habana (654) victory points changed to 1 (was 0)
                        - Santiago de Cuba (657) victory points changed to 3 (was 0)
                        - No infra nerf, infra was already pretty low all over the place (mostly 20% and 30%).
                    - Added Hispaniola data - well, all the two provinces on map, that is.
                - Resource Revamps:  
                    - United States:
                        - Southwest US:
                                - Utah:
                                - Moab (2678) province:
                                    - energy = 8.31 # Daneros Mine (2.97 U energy 20/20%), Gateway District (2.02 U energy 10/10%), Sage Plain Mining Project(3.31/8.20 30/100% U energy). Was 3.31. Was 8.23.
                                    - rare_materials = 0.60 # Lisbon Valley Mines (0.56/1.87 30/100% Cu rares), Gateway District (0.01 V 100% rares), Sage Plain Mining Project (0.03 V 100% Rares). Was 2.01
                                - Panguitch (6163) province:
                                    energy = 36.37 # Coal Hollow (6.93/13.86 50/100%) + Henry Mountains Uranium ( Tony M Indicated/Inferred (6.07 energy 5%), Southwest Indicated/Inferred (3.51 energy 5%), Copper Bench Indicated/Inferred (5.55 energy 5%), Indian Bench Indicated/Inferred (3.46 energy 5%) + Kaiparowits Plateau Coal (10.85/75.95 10/70%). Was 122.98
                                    Victory points = 4 # Was 16
                                - Saint George (6164) province:
                                    - metal = 34.59 # Was scenario (27). Now 27 + 24.58 (5.11/3.83 40/30% Fe metals (Comstock-Mountain Lion mine) + 3.60/6 60/100% (Bull Valley District) + 0.16 (Tutsagubet District)). Was 51.58 (scenario (27) + 24.58).
                                    - rare_materials = 24.31 # Pine Grove District (15.3/35.7 30/70% Mo Rares) + Rocky District (2.18/3.64 60/100% Cu rares) + Tutsagubet District (0.03 Ga + 0.87 Ge + 0.18 Cu + 0.15 Zn + 0.50 Ar rares)  + White Mountain District (5.10/8.93 40/70% Al rares). Was 67.51.
                                    - Victory points = 11 # Was 24
                                - Nephi (6161) province:
                                    - rare_materials = 17.36 # Fish Springs District (5.91/7.39 80/100% Zn rares), Southwest Tintic District (3.15/18.9 10/60% Cu Rares + 7.50/10.5 50/70% Mo rares) + Diamond Gulch (0.66/1.32 50/100% Cu rares + Spor Mountain (0.15/1.50 10/100% Beryllium Rares). Was 56.71.
                                    - Victory points = 3 # Was 10
                        - Northwest US:  
                            - Oregon:  
                                - Portland, OR (783) province:
                                    - ic = 7 # oldcsv(7). Was 1 (csv)
                                    - infra = 0.5 # csv (0.6) - 1
                                    - victory points = 3 # was 0  
                            - Washington State:
                                - Seattle (780) province:
                                    - ic = 9 # oldcsv(9). Was 1 (csv).
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 6 # 9 levels of bases total. Was 3. Was 9. Was 2
                                - Tacoma (782) province:
                                    - ic = 4 # oldcsv (4)
                                    - points = 1 # was 0
                                - Spokane (2365) province:  
                                    - ic = 3 # oldcsv
                                    - rare_materials = 19 #  old csv (19). was 1 (csv)
                                    - infra = 0.1 # csv (0.3) - 2
                                    - points = 3 # was 0
                            - Montana:
                                - Helena (2367) province:
                                    - rare_materials = 26 # oldcsv (26). Was 2 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 5 # was 0
                            - Wyoming:
                                - Wolton (6219) province:
                                    - metal = 29 # Was csv (9)
                                    - oil = 6 # Was 3 (csv)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - points = 5 # Was 1
                        - Southcentral US:
                            - Colorado:
                                - Walsenburg (6169) province:  
                                    - energy = 60 # New Elk Mine(60 50/70% coal energy). Was 120
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 6 # Was 12
                                - Gunnison (6172) province:  
                                    - energy = 19.62 # 8.64 hydro + 10.98 (coal + uranium). Blue Mesa Power Plant(8.64/8.64 Intact). West Elk Mine (6.7 10/10% Coal), Pitch Mine (4.28 3/5% U energy). Was 89.64
                                    - metal = 36.39 # Orient Iron Mine(1.51 80/100% Fe), Iron Hill Carbonatite Deposit(174.40 Ti Metals). Was 176.29
                                    - rare_materials = 29.13 # Brown Canyon District (2.22 F (1.44 80/100% 80/100% F + 3.00 100% F) in Gunnison and Leadville provinces), Bulldog(0.29 10/100% Pb), Iron Hill Carbonatite Deposit(24.91 20/60% REEs + 0.91 40/100% Th), Manganese Hill(0.8 40/100%). Was 134.15
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 14 # Was 70. Was 71. Holy shit
                                - Montrose (6173) province:  
                                    - energy = 22.52 # 10.95 nuclear + 12.34 hydro. Sunday Mine Complex(1.03 3/5% U3O8), Slick Rock Mill(9.51 1/5% U), Sage Plain Mining Project(0.41 10/40% U divided between Moab and Montrose provinces). Morrow Point Power Plant(8.66/17.33 Mid Damage), Crystal Power Plant(3.15/3.15 Intact), Upper Molina Powerplant(0.00/0.86 Destroyed), Ridgway Dam Hydropower Project(0.20/0.80 Heavy Damage), Lower Molina Powerplant(0.00/0.48 Destroyed), Ames Hydroelectric Generating Plant(0.28/0.38 Light Damage), Ouray Hydroelectric Power Plant(0.00/0.09 Destroyed), Smuggler-Union Hydro Power Plant(0.05/0.05 Intact). Was 150.25
                                    - rare_materials = 10.18 # Revenue-Virgilus Mine(1.81 50/100% Pb + 1.62 90/100% Ar), Sunnyside(5.98 Mn 20/100% Mn), Sunday Mine Complex(0.05 V Rares), Slick Rock Mill(0.72 40/100% V). Was wrong 32.18 metal instead of rares.
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 4 # Was 22. Was 23
                                - Leadville (6171) province:      
                                    - energy = 37.01 # 36.89 coal and nuclear + 0.12 Hydro.  Henderson molybdenum mine(0.99 (0.98 70/100% U + 0.01 coal)), Schwartzwalder Mine(2.90 1/5% U), Hansen/Taylor Ranch Project(33.11 U3O8 2/5%), Boomer Lake George Mine(0.88 U). 0.12 hydro, Green Mountain Power Plant(0.00/2.60 Destroyed), Georgetown Hydro Generating Plant Leadville(0.12/0.16 Light Damage). Was 195.99
                                    - metal = 0.30 # Evergreen/Unnamed Rutile Occurence(0.20 Ti Metals + 0.10 Fe Metals).
                                    - rare_materials = 44.29 # Black Cloud Mine(2.04 rares (0.62 Zn + 1.42 70/100% Pb)), Brown Canyon District(2.22 F rares (1.44 80/100% 80/100% F rares + 3.00 100% F rares) in Gunnison and Leadville provinces), Climax Molybdenum Deposit(22.44 Mo Rares(8.86 30/80% Mo + 13.58 30/60% Mo)), Gold King(0.02 Cu Rares + 0.42 Pb Rares), Sedalia Mine(16 rares (0.40 Cu Rares + 0.60 Zn Rares + 15 30/60% Pb rares)), Boomer, Lake George Mine(0.03 Be Rares + 0.03 Pb Rares + 0.03 W Rares), Evergreen/Unnamed Rutile Occurence(1.06 rares (0.64 30/100% Nb Rares + 0.42 Zr Rares)). Was 133.97
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 11 # Was 45
                                - Colorado Springs (6171) province:  
                                    - Forgot to add some metal that should have been added in the first resource run, sorry.
                                    - metal = 17.36 # Fremont Dolomite (17.36 20/30% Mg)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 3 # was 0
                            - New Mexico:
                                - Farmington (6183) province:
                                    - energy = 213.41 # 210.21 + 3.20. Ignacio Chavez Wilderness Study Area Coal Deposits (2.75 = 0.52 10% + 2.23 10% Coal energy), McKinley Coal Mine (16.74/75.33 20/90% energy), Smith Lake District(16.95 energy), Nose Rock(5.06 energy), Church Rock Mining District(88.97 energy), Ambrosia Lake(56.9 U energy), Marquez District(21.49 energy), Diamond Tal Mine(0.81 energy). Hydro = 3.20 (Navajo Dam 3.20/3.20). Was 124.44 energy.
                                    - infra = 0.3 # csv (0.5) - 2
                                    - manpower = 3 # Navajo Nation (3). Was 5
                                    - Victory points = 22 # Was 13
                                - Socorro (6180) province:
                                    - energy = 4.80 # Cabeça de Vaca (4.80 4/5% U energy). Was 124.24.
                                    - infra = 0.2 # csv (0.5) - 3
                                    - manpower = 3 # 1 Navajo Nation + 1 Zuni Indian Reservation + 1 Keres People. Was 4
                                    - victory points = 1 # Was 13
                                - Hermanas (6178) province:  
                                    - rare_materials = 5.04 # Red Hill District (0.52 Fluorine Rares) + Victorio Mountains (0.27 Beryllium rares, 4.52 50/100% W Rares)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 1 # was 0
                                - Grants (6181) province:  
                                    - energy = 63.25 # Laguna Mining District(11.35), Ambrosia Lake(5.44), Marquez Minining district(2.56), Grants District (43.90 2/5% U energy). Was 0.98.
                                    - manpower = 6 # Now 1 (scenario) + 5 manpower (2 Zuni Indian Reservation + 3 Keres People). Was 9. Was 10. Was 11.
                                    - vicotry points = 10 # Was 4  
                            - Oklahoma:
                                - Lawton (713) province:  
                                    - ic = 1 # oldcsv(1)
                                    - energy = 12 # oldcsv(12)
                                    - oil = 14 # oldcsv(14)
                                    - vicotry points = 2 # was 0      
                                 - Oklahoma City (793) province:  
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - energy = 2 # csv
                                    - metal = 1 # csv
                                    - oil = 35 # oldscv(35). Was 5 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - landfort = 1 # local fortifications
                                    - manpower = 1 # csv
                                    - victory points = 3 # was 0  
                            - Texas:
                                - Tyler (711) province:
                                    - ic = 2 # oldcsv
                                    - oil = 4 # oldcsv
                                    - infra = 0.2 # csv (0.3) - 1
                                - San Antonio (717) province:
                                    - ic = 5 # oldcsv(5). Was 1 (csv)
                                    - oil = 18 # oldcsv (18). Was 1 (csv)
                                    - infra = 0.1 # csv (0.5) - 4
                                    - victory points = 2 # was 0
                                - El Paso (718) province:
                                    - ic = 2 # oldcsv (2)
                                    - oil = 7 # oldcsv (7)
                                    - infra = 0.1 # csv (0.5) - 4
                                - Lubbock (719) province:
                                    - ic = 2 # oldcsv (2)
                                    - oil = 5 # oldcsv (5, could be 45)
                                - Amarillo (721) province:
                                    - oil = 10 # oldcsv (10). Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - manpower = 1 # csv
                                    - victory points = 1 # was 0
                                - Corpus Christi (748) province:
                                    - ic = 5 # Was 1 (csv)          
                                    - rare_materials = 4 # oldcsv (4). Was 1 (csv)
                                    - oil = 47 # oldcsv (47) Corpus Christi bases. Was 2 (csv)
                                    - infra = 0.1 # csv (0.6) - 5
                                    - victory points = 11 # Pretty much all the Corpus Christi bases, really. Was 5.
                            - Arkansas:
                                - Little Rock (683) province:
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - rare_materials = 18 # oldcsv (18). Was 1 (csv).
                                    - oil = 23 # oldcsv (23)Was 1 (csv)
                                    - victory points = 6 # Was 1.      
                        - Midwest:
                            - North Dakota:
                                - Mandan (2683) province:
                                    - oil = 12 # csv (12)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 1 # csv
                            - Iowa:
                                - Des Moines (624) province:
                                    - ic = 4 # oldcsv (4)
                                    - energy = 84 # oldcsv (84)
                                    - manpower = 1 # oldcsv (1)
                                    - victory points 9 = # was 0
                                - Cedar Rapids (691) province:  
                                    - ic = 4 # oldcsv (4). Was 1 (csv)
                                    - victory points = 1 # was 0
                            - Missouri:
                                - Springfield, MO (688) province:
                                    - ic = 4 # oldcsv (4). Was 2 (csv)
                                    - energy = 28 # oldcsv(28). Was 4 (csv)
                                    - oil = 7 # oldcsv (7). Was 1 (csv).
                                    - infra = 0.1 # csv (0.4) -
                                    - victory points = 4 # was 0
                            - Wisconsin:
                                - Milwaukee (621) province:
                                    - ic = 9 # oldcsv (9). Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - victory points = 4 # Was 1
                                - Green Bay (623) province:
                                    - ic = 2 # oldcsv (2)
                                    - metal = 60 # oldcsv (60). Possibly that big iron range in the area?
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 12 # Was 0  
                            - Illinois:
                                - Springfield, IL (626) province:
                                    - ic = 3 # oldcsv (3). Was 1 (csv)
                                    - energy = 22.40 # oldcsv (224 % 10) Was 5 (csv)
                                    - victory points = 3 # was 0
                            - Michigan:
                                - Grand Rapids (617) province:
                                    - ic = 4 # oldcsv (4)
                                    - oil = 23 # oldcsv (23)
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 3 # was 0
                                - Marquette (622) province:  
                                    - metal = 47.20 #  oldcsv (118 % 40). Was 3 (csv). Local iron range?
                                    - infra = 0.4 # csv (0.5) - 1
                                    - victory points = 9 # Was 0
                                - Flint (2722) province:
                                    - ic = 7 # oldcsv (7)
                                    - victory points = 2 # Was 0                          
                        - Southeast:
                            - Tennesse:
                                - Knoxville, TN (642) province:
                                    - ic = 4 # oldcsv (4). Was 1 (csv)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - victory points = 1 # was 0
                                - Memphis (673) province:  
                                    - ic = 9 # oldcsv (9)
                                    - infra = 0.4 # csv (0.5) - 1
                                    - victory points = 3 # was 0  
                            - North Carolina:
                                - Raleigh (636) province:
                                    - ic = 2 # oldcsv (2). Was 1 csv (1)
                                    - infra = 0.3 # csv (0.5) - 2
                                - Charlotte (637) province:
                                    - ic = 4 # oldcsv(4). Was 1 (csv)
                                    - infra = 0.7 # csv (0.5) + 2
                                    - victory points = 2 # 5 levels of bases
                            - Mississippi:  
                                - Tupelo (6425) province:
                                    - infra = 0.4 # csv (0.5) - 1
                                    - manpower = 1 # oldcsv (1)
                            - Alabama:
                                - Tuscaloosa (2255) province:
                                    - ic = 2 # oldcsv(2). Was 1 (csv) 
                                    - energy = 70 # oldcsv (70). No idea what, could be a big dam or something. Was 7 (csv)
                                    - metal = 60 # oldcsv (60). Was 6 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 20 # Was 1
                            - Georgia:
                                - Savannah (646) province:
                                    - ic = 2 # oldcsv (2)
                                    - infra = 0.2 # csv (0.4) - 2
                                - Macon (647) province:
                                    - ic = 4 # oldcsv (4).  Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - victory points = 1 # was 0
                            - South Carolina:
                                - Charleston, SC (644) province:
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - infra = 0.1 # csv (0.5) - 4
                                    - victory points = 2 #
                            - Florida:
                                - Jacksonville (648) province:
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - manpower = 1 # oldcsv (1)
                                - Orlando (650) province:  
                                    - ic = 2 # oldcsv (2)
                                    - infra = 0.3 # csv (0.4) - 1  
                        - Northeast US:
                            - Kentucky:
                                - Lexington (640) province:  
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                - Louisville (641) province:  
                                    - energy = 78 # oldcsv (78). No idea what is this.
                                    - manpower = 2 # oldcsv(2)
                                    - points = 10 # Was 2
                            - Indiana:
                                - Fort Wayne (613) province:
                                    - ic = 5 # oldcsv (5)
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 1 # was 0  
                                - Indianapolis (627) province:  
                                    - ic = 6 # oldcsv (6). Was 1 (csv)  
                                    - energy = 85 # oldcsv (85). Was 1 (csv). No idea what is it.
                                    - oil = 10 # oldcsv (10)
                                    - infra = 0.4 # csv (0.4) - 3
                                    - points = 11 # was 0          
                            - Ohio:
                                - Cleveland (615) province:  
                                    - ic = 13 # oldcsv (13). Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - manpower = 3 # oldcsv (3). Was 1 (csv)
                                    - points = 5 # was 0
                                - Toledo, OH (2685) province:  
                                    - ic = 4 # oldcsv (4)
                                    - points = 1 # was 0
                            - New York:
                                - Buffalo (612) province:  
                                    - ic = 7 # oldcsv (7). Was 3 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 4 # Was 3. Was 0. From csv resources.                          
                    - Canada:
                        - Eastern Canada:
                            - Nova Scotia:
                                - Halifax (579) province:  
                                    - energy = 10 # oldcsv (10)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 3 # Was 2. Was 0
                    - Mexico and Central America:
                        - Chihuahua:
                            - Ciudad Juárez (740) province:  
                                - ic = 2 # oldcsv (2)
                                - rare_materials = 27 # oldcsv (27). Was 1 (csv)
                                - infra = 0.3 # csv (no change)
                                - points = 5 # was 0
                            - Aguascalientes (744) province:  
                                - rare_materials = 13 # oldcsv (13)
                                - infra = 0.2 # csv (0.4) - 2
                                - points = 3 # Was 0
                  
                          
                                              
                          
                          
                          
                                  
                                  
            West_BOS.inc:
                - Lost Hills/San Luis Obispo (6125) victory points changed from 35 to 26 due no longer counting off-map  resources.
              
            White_Legs.inc:
                - Ely province (6138) victory points decreased from 6 to 3
                - Elko (6139) victory points increased from 3 to 4.
                - Battle Mounta (6142) victory points decrease from 9 to 6 (no longer counts off-map resources)
              
            The_Huns.inc:
                - Miles City (701) victory points are now 5 (Was 6)
                - Added Gillete (6212) data from province.csv.
              
              
            The_New_Churck.inc:
                - Added Texas CSV data
                    - Added data for all owned provinces which had nothing aside from ownership on scenario file.
                    - Houston province (716) data vps now 12 (was 13)
                        - Houston now has a level 1 landfort.
                    - Infraestructure nerf by dice roll on some provinces.
                  
            The_Under-Nation:
                - Bllings (705) victory points are now 30 (Was 32).
    
            The Vipers.inc:
                - Roswell (724) now has 16 victory points (was 17). Las Cruces(6177) now has 14 victory points (was 17)
                - Resource revamps:
                    - Las Cruces (6177) province:
                        - rare_materials = 12.29 # Scenario (9). + 3.29 rares (Pajarito Mountain Complex = 2.08 Rares total: 0.44 Y2O3 rares, 0.29 ZrO2 rares, 0.36 La rares, 0.04 Nb rares, 0.95 Ce Rares. Organ Mountains Wilderness = 1.07 Rares total. 0.28 Cu Rares, 0.37 Flourspar Rares, 0.38 Pb Rares, 0.04 Zn Rares. Galinas Mountains REEs = 0.14 10/100% REE rares). Was 13.58. Was 9.  
                        - manpower = 2 #  Now scenario (1) + Mescalero Apache Reservation. More in Las Cruces for balance reasons (1). Was 3. Was 1.
                        - victory points = 13 # Was 14.
                    - Roswell (724) province:
                        - energy = 51.02 #  Now its scenario (46) + Ogala Formation Uranium and Coal (0.93 2/5% U energy + 4.09 100% coal energy). Was 50.13. Was 46.
                        - metal = 11.23 # Was 10 (fantasy). Now is 10 + 1.23 (Capitan Iron Deposit)
                        - rare_materials = 8.52 # Scenario(6) + Stauber Mine(0.07 Cu rares) + Rialto Stock (2.45 80/100% Mo Rares). Was 9.14, was 6.
                        - oil = 12 # Was 5. Now 5 (fantasy) + 7 (previously on province.csv. Also fantasy AFAIK).
                        - infra = 0.3
                        - manpower = 5 # Was 4. Now is 4 + 1 (Mescalero Apache Reservation).
                        - points = 16 # Was 17. Was 15
      
            - Vault_City.inc:
                - Added province.csv data for Oregon and Idaho.
                - Fixed Vault City's VP points. From 37 to 35.
                  
            - vp.inc: File was full of VPs that didn't fit the way FODD adds Victory Points and they had to go..
                - Took out Newark province's (603) single VP point.  
                - Took out Washington DC (606) single vp point.
                - Took out Baltimore's (607) single VP point.
                - Took out Wheeling's (629) single VP
                - Took out Cleveland, OH's (615) VP point
                - Took out Fort Wayne (formely Buffalo's) victory point.
                - Took out Charllote (636) vp.
                - Took out Columbia, SC (619) vp. Formerly Indianapolis.
                - Took out Charleston, SC (644) vp.
                - Took out Yakima's (779) vp.
                - Took out Seattle's (780) vp.
                = Took out Two Sun/Tucson (730) vp.
                - Took out San Diego (741) vp.
                - Took out Los Angeles (762) vp.
                - Took out Sacaramento (764) vp.
                - Took out San Francisco (765) vp.
                - Took out Las Vegas province (734) victory point.
                - Took out a Salt Lake City (733) vp.
                - Took out Roswell (724) vp.
                - Took out Denver (707) vp.
                - Took out Portland (783) vp.
                - Took out Helena (2367) vp.
                - Took out Cheyenne (2677) vp.
                - Took out Kansas City, KS (792) vp.
                - Took out Oklahoma City (793) vp (was set originally to Tulsa)
                - Took out Dallas (715) vp
                - Took out Houston (716) vp
                - Took out San Antonio (717) vp
                - Took out Lafayette (680) vp. Was supposed to be New Orleans, not that it matters.
                - Took out Rapid City (787) vp
                - Took out Lincoln (789, was using Omaha label) vp
                - Took out Rochester (693, was using Minneapolis label) vp
                - Took out Minneapolis (2261) vp
                - Took out Springfield, MO (688) vp
                - Took out St. Louis (689) vp
                - Took out Saint Joseph (690, was labelled Kansas City) vp
                - Took out Milwaukee (621) vp
                - Took out Chicago (620) vp
                - Took out Des Moines (624) vp.
                - Took out Detroit (616) vp
                - Took out Knoxville (642) vp, Was labbed "Nashville".
                - Took out Jackson, MS (675) vp
                - Took out Mobile (678) vp
                - Took out Macon (647) vp
                - Took out Atlanta (670) vp
                - Took out Orlando (650) vp
                - Took out Miami (651) vp
                - Took out Pensacola (676) vp. Was labelled as Mobile
                - Took out Pittsburgh (614) vp
                - Took out Philadelphia (608) vp
                - Took out New York (602) vp
                - Took out Bufallo (612) vp
                - Took out Fargo (698) vp
                - Took out Boston (600) vp
                - Took out Vancouver (541) vp
                - Took out Calgary (797) vp
                - Took out Winnipeg (569) vp
                - Took out Ottawa (588) vp
                - Took out Toronto (589) vp
                - Took out Québec (574) vp
                - Took out Montréal (585) vp
                - Took out Tijuana (737) vp
                - Took out Ciudad Juárez (740) vp
                - Took out Monterrey (745) vp
                - Took out León de los Aldama (747) vp, Monterrey in the old map.
                - Took out 2 Mexico City/Cuidad de México (752) vps
                - Took out Puebla (753) vp
                - Took out Oaxaca de Juárez (754) vp, Acapulco in the old map.
                - Took out Villahermosa (755) vp
                - Took out Guatemala (757) vp
                - Took out Managua (539) vp
                - Took out San José (540) vp
                - Took out San Salvador (759) vp
                - Took out Tegucigalpa (760) vp
                - Took out Panamá (888) vp
                - Took out Balboa (889) 5 vps, labelled Colon in the old map.
                - Took out Havana/La Habana (654) 2 vps.
                - Took out Santiago de Cuba (657) vp. Was labelled as Guantánamo
                - Took out Guantanamo Bay Naval Base (894) vp. Was labelled as Santo Domingo
                - Took out Edmonton (796) vp
                - Took out Kingston (891) vp
                - Took out Concord (595) vp
              
            - West_BoS.inc:
                - Brotherhood now has 10 MP available (was 5). All the MP was moved from provinces to off-map, because a tight-knit organization like the Brotherhood would never serve their conquerors.
                - Off map resources no longer count as in-province VPs.
                - Lost Hills/San Luis Obispo (6125) province now has 25 victory points (was 35)
                - BOS off-map IC is now 20 (was 17)
     
    Last edited:
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    FODD Hotfix 2.4.1.2 Released!
  • Good night, folks!

    Found some more gamebreaking bugs. Crushed them beneath my heel, just like all bugs will be. Have fun, happy Christmas!

    Cumulative with 2.4.1.1, so if for some reason you are still rocking 2.4.1 for some reason, just use this one.

    Download Link (Checksum: IHIV):
    Hotfix (grab this if you already have 2.4.1.1 and don't feel like downloading 675mb for reasons):

    https://www.mediafire.com/file/qaaibxltaqwxch4/FODD_2.4.1.2_Hotfix.rar/file


    Changelog:

    Code:
    Changelog 22/12/2021 FODD 2.4.1.2 Hotfix
    
    
    db:
    
        revolt.txt:
            - It was possible to liberate Gecko in Woodland province for some reason. This is no longer the case - it requires the province of Vale now.
    
        events:
      
            End_Game:
                - Redding will no longer join the Jihad or American Unity if it join the Slavers' Guild.
                - Fixed Mayan Empire's AI triggers to join the American Unity and the Dictatorship of Man. They were mistakenly swapped before.
                - Fixed the Calgary Confederacy joining the Dictatorship of Man when it was meant to join the Jihad.
                - Fixed New Canaan joining the Dictatorship when it should be joining the Jihad.
                - Fixed Commonwealth Minutemen joining Dictatorship instead of Jihad when they should join the Jihad.
                - Fixed Institute joining Dictatorship instead of Jihad when they should join the Jihad.
                - Fixed Commonwealth joining Dictatorship instead of Jihad when they should join the Jihad.
                - Fixed Nuka Cola Company joining Dictatorship instead of Jihad when they should join the Jihad.
                - Fixed Quebec joining Dictatorship instead of Jihad when they should join the Jihad
                - Fixed White Legs joining Dictatorship instead of Jihad when they should join the Jihad.
      
            Releasing_units.txt:
          
                - units in the "Slavers' Compound Guard" will now be unlocked in 2247. Hopefully this will solve the issue of the Mexican Raiders for some reason bunching so many units among those and pretty much locking their entire army in their capital.
      
            West_Politics.txt:
          
                - "Pioneers Send Riders to Redding" will no longer trigger once the Final War starts.
              
            White_Legs.txt:
    
                - White Legs now have a -30% penalty to industrial modifier supplies (was -20)
              
    scenario:
    
        2245:
      
            White_Legs.inc:
                - White Legs now have -3 IC:
                    - Ely province now has 2 IC (was 4)
                    - Their off-map IC income is now 3 (was 4)
                  
                  
    Changelog 14/12/2021 FODD 2.4.1.1 Hotfix              
    
    - FODD_ID_Numbers.txt: Updated data.
    
    db:
    
        credits.txt: Updated the credits list.
    
        events:
      
            - RCC.txt:
                - Fixed the "Quebec has too much manpower" bug:
                    - event 24026:
                        - command = { type = free_manpower value = 0.05 } (was 0.5)
                    - event 24031:  
                        - command = { type = free_manpower value = 0.05 } (was 0.5)
                      
                      
    gfx:
    
        interface:
      
            - ill_prov_6125:
                - Lost Hills province now has the correct province graphic and Fresno no longer has the Lost Hills special graphic.
    
    scenario:
    
        2245:
      
            - West_BoS.inc:
                - Western Brotherhood had too much off-map manpower growth, insane in fact. Equivalent to something like 10 MP per day. Fixed, now it gets only 0.10 mp per day (althrough it will start lower than that, due to manpower effic). Remember, the West BoS starts with only off-map MP to despict that conquering them gives no manpower - the Brotherhood is too much of a tribe-like clan for conquered brotherhood to just enlist in any conquering army or something.
    
            - NCR.inc:
                - Now gaining 0.19 off-map MP per day for balance reasons - namely, the fact that the recent balance reasons will make the Western Brotherhood gain more MP than the NCR - which makes no sense because the NCR is far bigger. The reason its off-map is balance - to prevent conquerors from getting all that sweet NCR manpower. Also, similar to the Brotherhood but on a smaller scale, assume those are the people who would never serve any conquerors no matter what, only the Republic.
              
              
    
    Changelog 08/12/2021 FODD 2.4.1 patch
    
    - FODD_ID_Numbers.txt:
            - Updated with some important data.
            - Added Commonwealth data.
            - "Tucson" was written as "Tuscson". Literally unplayable.
    
    ai:
    
        - Numerous new ai files. Too many for me to list. Objective is to enhance the AI by:
            - Making the AIs more active and less passive in general.
            - Make AI nations act closer to their intended canon/fanon portrayals
            - Make the AI stronger and more competitive with the player(s).
            - Make sure every single nation is noticed by the other AIs and vice-versa. Some nations never get attacked or attack anybody because due to how the AI files work, they are practically invincible.
            - Make the AI build better.
            - Make builds more versatile.
        - Not all AIs were improved. On one hand, sad, on the other, an excellent way to test Old vs New AIs. Report any issues and other matters of interest to the Brotherhood Elders, paladins.
        - Changed AIs:
            - Caesar's Legion.
            - Darien Tribes
            - Kansas Free State
            - Junkers
        - Fixed a mistake with the construction of forts in AI files. Namely, the AI setting fort_borders{} was being used with province numbers (say, 735) as parameters, when they should be used with tags as parameters (say, CAL). This is wrong, because the correct setting to assign the ai to build a fort in a province, is fort_provs{}. This is now fixed, both settings are being used correctly now. Expect the AI to actually build forts now.
        - The following province ids used to reference other, older provinces from the old map. All changes I could find were made. The map changed and so they reference the following new provinces now, please alter any references in AI files to these new provinces:
            696 = 20 # Worthington. Currently referes to 6338 # Brainerd.
            2684 = 30 # Moorhead. Currently is 6334 # Saint Cloud.
            626 # Springfield. Was Springfield KS aparently.
            711 # Wichita. Is now province of Tyler in Texas.
            792 # Topeka. Currently Kansas City.
         
     
        Caesar's Legion/ALB:
     
            - Caesar's Legion Neutrality change: 80/70/60/50/40/30. It was 90 before.
            - Caesar's Legion now uses offensive supply in all dates.
            - Caesar's Legion now builds IC at war after 2250
            - Caesar's Legion can build forts now.
            - Caesar's Legion will now build forts in many provinces East of the Colorado river, bordering it. lvl1 in 2251, lvl3 in 2253, lvl6 in 2255.
            - ALB.ai: Replaced by ALB_2245.ai.
            - ALB_2248.ai: Is now ALB_2249.ai
            - ALB_2250.ai: Is now ALB_2251.ai
            - New AI files: ALB_2245, 2247.ai.
            - References to "Silver City" province replaced with Deming province.
            - Will now target provinces of all enemies. And man, are there LOTS of enemies.
            - The Caesar has marked those nations for death, and the Legion obeys! Ready yourselves for battle!
                - 2245:
                    BRA/Reservation. Now (20/40/50/70/100/120). Was (30/50/50/70/100/120)
                    CAL/New California Republic. Now (5/10/20/40/80/100). Was (5/10/20/30/60)
                    SWE/The Hub Is now (5/10/20/30/30/40). Was (5/10/10/20/30).
                    TUR/Necropolis Is now (5/10/20/30/40/50). Was(5/10/20/30/30)
                    IRQ/The Vipers Now (40/60/80/100/120/150). Was (30/50/70/100/120)
                - 2247:
                    POL/Broken Hills. Is now (0/10/20/30/40/50). Was (0/0/0/10/20/30).
                    ARM/Kurtz' Camp. Is now (0/10/20/30/40/50). Was (0/10/20/30/40).
                    MOR/New Canaan. Is now (0/10/20/40/60/80). Was (0/10/20/30/40). 
                    JAP/Robot Nation. Is now (0/10/20/40/80/100). Was (0/10/20/30/40)
                    GER/Vault City. Is now (0/5/10/15/20/30).
                    POR/Gecko. Is now (0/5/10/15/20/30).
                    SCH/Pioneer Alliance. Is now (0/5/10/15/20/30)
                - 2249:
                    AFG/Kansas Free State (0/0/20/40/60/80)
                    ARG/Harlequins    (0/0/0/20/40/60)
                    BLR/Texas Reformed (0/0/40/50/60/60)
                    TEX/New Church (0/0/20/30/40/50)
                    ITA/Western Brotherhood of Steel (0/0/20/20/30/40)
                    CHC/Shi Empire (0/0/10/20/30/40)
                    AST/Under-Nation (0/0/10/20/30/40)
                - 2251:
                    CAM/Reavers (0/0/0/5/10/20)
                    SPA/East BOS (0/0/0/10/20/30)
                    SOV/Mutant Army (0/0/0/5/10/15)
                    BEN/Beast Lords (0/0/0/10/20/30)
                    CSA/Manitou Tribes (0/0/0/10/20/30)
                    U53/Nuka Cola Company (0/0/0/10/20/30)
                    CZE/Spiders (0/0/0/20/40/60)
                - 2253:
                    CAN/RCC (0/0/0/0/10/20)
                    QUE/Quebec (0/0/0/0/10/20) 
                    MTN/Calgary Conferacy (0/0/0/0/5/10)
                    ARA/Warriors of Ice (0/0/0/0/10/20)
                    MEX/NROM (0/0/0/0/20/40) 
                    MAD/Mayan Empire (0/0/0/0/20/40)
                    BEL/God-Machine (0/0/0/0/5/10)
                - 2255: 
                    AZB/Dark Cathedral (0/0/0/0/0/40)
                    HOL/New Arroyo (0/0/0/0/0/60)
                    PRK/Polar Station Zeta (0/0/0/0/0/60)
                    USA/FUSA (0/0/0/0/0/90)
                    BOS/Commonwealth (0/0/0/0/0/20)
                    ALG/Darien Tribes (0/0/0/0/0/10)
         
            ALB_2245.ai:
         
                - Erased useless line.
                - References to target: "Silver City" province from the vanilla HOI map replaced with Deming province, where Silver City is.
             
            ALB_2247.ai:
    
                - Just fixed some stuff that wans't standardized. Nothing important, it just annoyed me.
                - Will now build AA in Flagstaff provinces.
                - IC construction setting changed. Caesar's Legion now builds IC while at war after this date and builds more IC in Arizona provinces, especially the more "inner" provinces:
                    ic_at_war = yes
                    force_ic_until = 2245
                    ic_end_year = 2266
                    IC_provs = {
                    728  # Phoenix
                    730  # Tucson
                    6146 # Gila Bend
                    6147 # Douglas 
                    6148 # Clifton  
                    6154 # Prescott
                    6155 # Globe
                    }
                 
            ALB_2249.ai:
                - Will build naval base in San Luis Rio Colorado(#4357)
                - Caesar's Legion will start researching naval technologies at this date.
                - AI will build lvl1 forts in the following provinces West of the Colorado:
                    - Yuma (#6145)
                    - Parker (#6156)
                    - Kingman (#6153)
                    - Flagstaff (#731)
                    - Tuba (#6151)
                    - Moab (#2678)
                    - San Luis Río Colorado (#4357)
                - Caesar's Legion now builds IC in some New Mexico provinces as well:
                    ic_at_war = yes
                    force_ic_until = 2245
                    ic_end_year = 2266
                    IC_provs = {
                    725  # Santa Fe
                    727  # Albuquerque
                    728  # Phoenix
                    730  # Tucson
                    6146 # Gila Bend
                    6147 # Douglas 
                    6148 # Clifton  
                    6154 # Prescott
                    6155 # Globe
                    6179 # Deming
                    6180 # Socorro
                    6181 # Grants
                    6185 # Crocker
                    }
                 
            ALB_2251.ai:     
                - Will start building ships after this date. Beware, he who thinks the sea will make you safe from Caesar's wrath!
             
     
        Darien Tribes/ANG: 
            - New files: ALG_2245, ALG_2247, ALG_2249, ALG_2251, ALG_2253, ALG_2255.
            - Darien Tribes now has switch AIs, will change AI according to game date.
            - Darien Tribes starts fortifying after 2249.
            - Darien Tribes will now target more nearby provinces for conquest, as well as correctly targeting the provinces of Mayan Empire, Mexican Raiders and NROM.
            - Darien Tribes will now build more IC in Panaman Ridge Provinces
            - New Neutrality Setting: 95/90/85/80/75/70
            - War settings: 5/10/15/20/25/30
            - New enemies:
                - HON/Mexican Raiders (5/10/15/20/25/30) 
                - MAD/Mayan Empire (5/10/15/20/25/30)
                - CAL/New California Republic (10 in 2255)
                - ENG/Enclave (10 in 2255)
                - PRK/Polar Station Zeta (10 in 2255)
                - USA/Former USA (10 in 2255)
            - New friends:
                - CSA/Manitou Tribes(5/10/15/20/25/30). Both are tribals who aren't that fond of technology and more interested in old ways.
            - NROM target priorities changed: Was 40. Currently (5/10/15/20/25/30) 
             
             
        Kansas Free State/AFG:
         
            - New AI files: AFG_2245, AFG_2247, AFG_2249, AFG_2251, AFG_2253, AFG_2255.
            - Kansas Free State had obsolete province target and province building priorities. In practice, it would try to target places far from it with a lot of dedication and neglect its own capital and starting provinces, and not build IC and such in all the right provinces, among other strangeness.
            - Kansas Free State now targets Beast Lords provinces.
            - Kansas Free State now targets Robot Nation provinces.
            - Kansas Free State now targets Caesar's Legion provinces.
            - Kansas Free State now targets Harlequins' provinces.
            - Kansas Free State now targets Dark Cathedral provinces.
            - Kansas Free State now switches AI according to the current date.
            - Kansas Free State now changes neutrality with every different AI file: 60/50/40/30/20/10. This means they will make more alliances and military access deals.
            - Kansas Free State will now focus on taking over all of Kansas in order to unify the state.
            - Kansas Free State will produce IC in more provinces.
            - Kansas Free State changes war setting with each file switch: -5/0/5/10/15/20. Still not very aggressive, but over five times more aggressive than before.
            - Now aggressive against the Robot Army (20). Hostile due to Calculator War making people in the region aggressive and distrustful towards machines, cools off with time: 20-15-10-5-0 Non-mutual except for Nasty Mainframe.
            - Keeps aggressive against the Beastlords - 20/15/10/5/0. Cools off in subsequent dates.
            - No longer aggressive against Texas Reformed
            - Kansas Free State AI is now able to use offensive supply after 2247, a time which it is assumed to have enough supplies to attempt so.
            - Will now build AA in the proper provinces
            - Prioritizes border defenses against certain countries.
            - New enemies and agressivity settings:
                - SOV/Mutant Army (5/5/10/10/15/15)
                - NOR/The Huns (5/10/15/20/25/30)
                - TEX/New Church (20/20/25/25/30/30)
                - AZB/Dark Cathedral (0/0/0/5/10/15)
                - ARG/Harlequins (0/0/0/5/10/15)
                - QUE/Quebec (0/0/0/5/10)
                - ARA/Warriors of Ice (0/0/0/5/10)
                - HON/Mexican Raiders (5/10)
                - CZE/Spiders (5/10)
                - ENG/Enclave (20 in 2255)
            - Two nations start off as enemies but relations molify and become friendly:
                - BEN/Beast Lords (20/15/10/5/0/0) (0/0/0/0/5/10)
                - JAP/Robot Nation (20/15/10/5/0/0) (0/0/0/0/5/10)
            - New friends:
                - SPA/Midwestern Brotherhood of Steel: 5/10/15/20/25/30
                - BLR/Texas Reformed: 5/10/15/20/25/30
                - MAD/Mayan Empire (0\0\0\5/10/15).
                - U53/Nuka Cola Company (0/0/0/5/10/15)
                - MTN/Calgary Confederation (0/0/0/5/10)
                - JOR/Vault 10 (0/0/0/5/10)
         
            AFG_2245.ai:
                - Is now antagonic to the Mutant Army. Ghouls of Kansas still remember when the Super Mutants attacked Gravestone and killed several ghouls in an attempt to steal the nuke Plutonius (Fallout Tactics).
                - Now friendly to the Midwestern Brotherhood of Steel. Becomes more friendly with time.
                - Now friendly to Texas Reformed. Becomes more friendly over time.
                - Will not fight Caesar's Legion in this date (too early), only after 2247.
                - Will now build airbase (lvl1) in Kansas City KS properly.
             
             
            AFG_2247.ai:
                - Less neutral (was 60, now 50). Will make more alliances and military access.
                - Increased warmongering (from -5 to 0)
                - More aggression (25) towards New Church.
                - Is now antagonic to the Mutant Army. Ghouls of Kansas still remember when the Super Mutants attacked Gravestone and killed several ghouls in an attempt to steal the nuke Plutonius (Fallout Tactics).
                - Now aggressive against the Robot Army. Non-mutual except for Nasty Mainframe. Cooling aggression (from 20 to 15)
                - Keeps aggressive against the Beastlords. Cooling off (from 20 to 15)
                - Now friendly to the Midwestern Brotherhood of Steel. Becomes more friendly with time.
                - Now friendly to Texas Reformed. Becomes more friendly over time.
                - Increased agression vs Super Mutants
                - Increased agression vs The Huns
         
            AFG_2249.ai:
                - Increased warmongering (from 0 to 5)
                - Decreased neutrality (50 to 40)
                - Becomes friendly to CAN/RCC in this date.
                - Extra aggression towards Caesar's Legion
                - Extra aggression towards The Huns (now 15)
                - Extra agression against Super Mutants (now 10)
         
         
            AFG_2251.ai:
                - Increased aggresivity against some enemies, increased friendship with others.
                - Increased war, decreased neutrality.
                - New enemies: Dark Cathedral (0/0/0/5/10/15)
                - New enemies: Harlequins (0/0/0/5/10/15)
                - New friends: Mayan Empire (0/0/0/5/10/15)
                - New friends: Nuka Cola (0/0/0/5/10/15)
                - AI now has priority to guard borders against the Dark Cathedral.
                - Now targeting essential provinces of new enemies
                - Division building priorities changed:
                    light_armor = 15 # Was 10, now 15, due to open spaces of the Midwest
                    garrison    = 5  # Was 10, now 5
             
            AFG_2253.ai:
                - New friends:
                    - Calgary Confederation (5/10)
                    - Vault 10 (0/0/0/5/10)
                    - Beast Lords (5/10)
                    - Robot Nation (5/10)
                - New Enemies:
                    - Quebec (0/0/0/5/10)
                    - Warriors of Ice (0/0/0/5/10)
                    - Mexican Raiders (5/10)
                    - Spiders (5/10)
                - Now targeting essential provinces of new enemies. 
                - Now produces IC while at war
         
            AFG_2255.ai:
                - New friends:
                    - Polar Station Zeta (50, due to being alliance leader)
                    - New Arroyo (20, late bonus)
                - New enemies:
                    - Enclave (20)
                - Now targeting essential provinces of new enemies.     
                - Divisions:
                    paratrooper         = 8 # Was 10
                    marine                 = 8 # Was 10
                    destroyer             = 2
                    transports             = 2
                    The objective here is to make Kansas build a pretty small naval presence if it somehow makes it to 2255.
             
     
        Junkers/ANG:
            - New files: ANG_2245, ANG_2245, ANG_2247, ANG_2249, ANG_2251, ANG_2253, ANG_2255.
            - war setting change: 0/5/10/15/20/25. Was 0. Junkers are not meant to be very aggressive, more opportunistic.
            - neutrality setting change: 55/45/35/25/15/5.
            - From 2245 to 2247 file (actually until 2249), Junker AI is all about the Civil War - at least until I make a civil war-only AI file for Junkers in the future, that is.
            - max_land_level = 2/4/4/6/8/10.
            - Will now protect Eire province.
            - Max AA level = 1/2/3/5/7/10
            - use_offensive_supply = yes. So Junkers will now use offensive supply.
            - Correctly targeting all starting provinces of its enemies.
            - Enemies and agressivity settings:
                - ARA/Warriors of Ice (0/0/5/10/15/20)
                - ALG/Darien Tribes (0/0/0/0/0/2)
                - AZB/Dark Cathedral (0/10/20/30/40/50)
                - SPA/East BOS (0/0/5/10/15/20)
                - USA/FUSA (25/35/45/55/65/75)
                - CAL/NCR (0/0/0/0/5/10)
                - PRK/Polar Station Zeta (0/0/0/0/0/20)
                - AUS/Rad-Zombie Apocalypse (20/40/60/80/100/120)
                - CZE/Spiders (0/0/0/5/10/15)
                - BLR/Texas Reformed (0/0/5/10/15/20)
                - AST/The Under-Nation (0/0/0/0/2/4)
            - Friends:
                - BEN/Beastlords (5/10/15/20/25/30)
                - ARG/Harlequins (0/0/0/10/20/30)
                - ALB/Caesar's Legion (0/5/10/15/20/25)
                - BOS/Commonwealth (0/10/20/30/40/50)
                - DEN/Den (10/20/30/40/50/60)
                - ENG/Enclave (0/0/0/10/20/30)
                - SWE/Hub (0/5/10/15/20/30)
                - AFG/Kansas Free State (0/0/0/5/10/15)
                - HON/Mexican Raiders (0/5/10/15/20/25)
                - FRA/New Reno (0/5/10/15/20/25)
                - U53/Nuka Cola Company (0/10/20/30/40/50)
                - CAN/RCC (30/35/40/45/50/55)
                - NOR/The Huns (0/10/20/30/40/50)
                - TEX/The New Church (0/0/5/10/15/20)
                - IRQ/The Vipers (0/5/10/15/20/25)
             
            ANG_2245:
                - Junkers no longer have combat = with the following nations, because there's no reason for them to do so in 2245:
                    SOV = 10 # Mutant Army
                    SPA = 20 # East BOS
                - Will no longer befriend nations in this date:
                    ALB = 30 # Caesar's Legion
                    ARG = 20 # Harlequins 
                    FRA = 30 # New Reno
                    IRQ = 10 # The Vipers
                    HON = 30 # Mexican Raiders
                    NOR = 30 # The Huns
                    SWE = 10 # Hub
                - No longer targeting the following provinces:
                    641 = 40 # Louisville (its two states over, its better served focusing on the civil war)
                    671 = 40 # Nashville (its in frigging Tennesse, what is even the point here?)
                    616 = 20 # Detroit (RCC-owned, also RCC is a friendly right now)
                - max_AA_level = 1 # Was 4
                - AA_provs = {
                    614  # Pittsburgh
                    2686 # Eire
                    6377 # Washington, PA
                    6378 # New Castle  
                - air_base = no # was yes (not for a while, there's no need for that)
                fort_borders = {
                USA # FUSA
                } 
                - fort_provs = {
                    614  # Pittsburgh
                    2686 # Eire
                    6377 # Washington, PA
                    6378 # New Castle
                    } 
                - ic_at_war = no # Was yes (full focus on IC for civil war, no time to build IC now) 
                - IC_provs = {
                    614  # Pittsburgh
                    2686 # Eire
                    6377 # Washington, PA
                    6378 # New Castle
                    }
                 
            ANG_2247:     
                - max_AA_level = 3 # Was 4
                - fort_borders = {
                USA # FUSA
                AZB # Dark Cathedral
                }
             
            ANG_2249:
         
                - fort_borders = {
                CAN # RCC
                AZB # Dark Cathedral
                AUS # Rad-Zombie Apocalypse
                SPA # East BoS
                USA # FUSA
                }
                - ic_at_war = yes #
                - country_priorities = {
                AUS = 20
                AZB = 20
                CAN = 5
                SPA = 10
                USA = 20
                }
             
                ANG_2251:
                - air_base = yes #
                - fort_borders = {
                    CAN # RCC
                    AZB # Dark Cathedral
                    AUS # Rad-Zombie Apocalypse
                    SPA # East BoS
                    USA # FUSA
                    }
                - country_priorities = {
                    AUS = 20
                    AZB = 20
                    CAN = 5
                    CZE = 5
                    SPA = 10
                    USA = 20
                    }
                 
            ANG_2253:
         
             
                - Junkers AI will go nuts with building IC in all Pennsylvania and West Virginia provinces it has.
                    IC_provs = {
                    614  # Pittsburgh
                    604  # Harrisburg
                    608  # Philadelphia
                    609  # Bradford
                    610  # Scranton
                    618  # Altoona
                    629  #    Wheeling
                    630  # Huntington
                    2686 # Eire
                    2688 # York
                    6377 # Washington, PA
                    6378 # New Castle
                    6379 # DuBois
                    6380 # Allentown
                    6381 # Williamsport
                    6473 #    Charleston, WV
                    6474 #    Beckley
                    6475 #    Fairmont
                    6476 #    Martinsburg
                    6477 #    Webster 
                }
    
    
         
    
        New California Republic/CAL:
     
            - CAL_2245.ai, CAL_2247.ai, CAL_2249.ai: Decreased the NCR's aggression towards Caesar's Legion. Made NCR perceive the White Legs and their provinces. Some other minor changes.
    
    
    config: 
    
            event_text.csv:
                Broken Hills:
                    - Added proper event name, descriptions and action names for the event "Expedition Dangers" (Event 14010). For some reason, they were absent. See also: Broken_Hills.txt in events.
                    - Added proper event name, descriptions and action names for the event "Covert Hunt Outcomes" (Event 14026). For some reason, they were on the event file rather than the event_text file. See also: Broken_Hills.txt in events.
                    - Added proper event name, descriptions and action names for the event "Overt Hunt Outcomes" (Event 14027). Fixed event name. For some reason, they were on the event file rather than the event_text file. See also: Broken_Hills.txt in events.
                End Game events:
                    - RCC's action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                    - Nations which attack everyone during the End War won't merely say "We Will Not Join". This is now for real neutrals.
                    - Corrected "battelfield" to "battlefield" in the Mutant Army's End War event. Literally unplayable.
                    - "Warlord Gammorin Decides the Mutant Future": Changed description, original was too simple.
                    - Many End War choices now have flavour in their choices for certain nations.
                    - "The City of the Dead Chooses" no longer refers to the FUSA due to them possibly dying in the civil war.
                Gaining Control:
                    - Updated the Gaining Control events to account for Illya's changes.     
                General:
                    - Tadziomencel leaves event: The ending of Tadz's message had an extra ". Literally unplayable.
                Manitou Tribes:
                    - Manitou Tribes event: "Louisiana Tribal Nation", now correctly titled "Manitou Tribal Nation". 
                Mayan Empire:
                    - 'Devices' in the intro event was mispelled as 'devises'. Literally unplayable.
                NCR:
                    - "History of the Rangers" event changed a little to account for newer lore.
                    - "Tandi speaks on slavery" Now has an actual speech, hopefully very Tandi-like.
                Unifications:
                    - "Arizona United" description no longer lines up with the lore, rewritten.
                    - "Oregon United":
                        - "Tribe of the Sea Dancers" no mispelled as "teh Sea Dancers". Literally unplayable.
                        - "Klamath Falls" is now Pioneer Alliance as it should be. A little fix to some old writing.
                        - Also added something extra.
                White Legs:
                    - White Legs tribal raids event: "What is ours is ours, what is theirs is ours too!", not "What is theirs' is ours, what is ours is ours!" It sounds better now.
                 
         
            province_names.csv:
                - San Luis Obispo (6125) province still had its original name. Fixed, its now Lost Hills.
                    Note: I know, its actually NOT in the original Lost Hills. Lost Hills is located more or less in the last western tip of Visalia province. Giving Visalia to the Brotherhood, however, would pretty much cut the NCR in half. Also the province itself is too big. That can only be fixed with map modding, something I am going to hold off for a good while. So San Luis Obispo is right now the best place the Brotherhood can be in.
             
             
            scenario_text.csv:
                - Calgary Confederacy scenario text: Was saying "resources war" instead of "Resource Wars". Literally unplayable.
                - Quebec had no scenario description, added one.
                - Fixed too many quote marks on Nuka Cola's description
                - Kurtz' Camp description had incompatibilities with in-game lore from Fallout New Vegas. This is no longer the case. Thank you to John Henry Eden for bringing it to my attention.
                - NROM description description had incompatibilities with in-game lore from Fallout New Vegas. This is no longer the case. Also, the description was expanded on. Thank you to John Henry Eden for bringing it to my attention.
         
            unit_names.csv:
                - motorboats are no longer called a "squadron" even through there's just a single one.
         
    db:     
    
        - armynames.csv:
            - MOR/Canaan had Morrocan army names. Fixed it by adding a few army names pertaining to LDS history and New Canaan lore. Hopefully they will make those army names more diverse and interesting.
    
        - building_cost.txt:
            - Infra building cost is now 1 (was 3), just like in vanilla. However, it now takes 80 days (base) to build infra. Subject to further change.
            - Land Fort and Coastal fort building time (base) is 100 days (was 80).
         
        - revolt.txt:
            - More comments.
            - Changed reference to an old province called "Repulse Bay" to "Port Nelson". Any similar reference must be changed in other files.
         
        - Province.csv:
            - Resources from all provinces in-game taken to scenario files. This will make the amount of on-map resources more transparent and easier to account for.
         
    
        events:     
     
            Broken_Hills.txt:
                - Added proper event name, descriptions and action names for the event "Expedition Dangers" (Event 14010). For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
                - Added proper event name, descriptions and action names for the event "Covert Hunt Outcomes" (Event 14026). For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
                - Added proper event name, descriptions and action names for the event "Overt Hunt Outcomes" (Event 14027). Fixed event name. For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
     
            Commonweath.txt:
                - Small adjustment to joining events; they now set a important flag. Also, the free choice event is player-only.
             
            End_game.txt:
                - The Tides of War (104109) event now requires victory points = 250 to fire (Was 340. Was 170).
                - Most nations can now choose to declare war against all the three alliances at once, similar to what some super-aggressive nations already do. This is what the game called "Neutral" before and I now call the "Wildcard" option. This is for both players and AI. Some nations will be more or less prone to this. A few nations will ALWAYS go Wildcard, such as the Zombie Apocalypse.
                - Added new End War events for the following nations:
                    - Beastlords
                    - Calgary Confederacy
                    - Commonwealth
                    - New Canaan
                    - Nuka Cola Company
                    - Quebec
                    - White Legs
                - The new End War Standard Political Matrix:
                    Dictatorship of Man:
                        Fundamentalist Oligarchy
                        Pre-War Government
                    American Unity:
                        Post-War Republic
                        Military Technocracy
                    Jihad:
                        Anarchic Commune
                        Traditional Customs
                    Neutral or Wildcard:
                        Criminal Corporation
                        Enforced Elitocracy
                        Merchant State
                        Organized Gang
                    - Note: Mutant Nations (Necropolis, Mutant Army, etc) follow different rules, because they cannot join the Dictatorship.
                    - Note 2: Many nations have their own rules for this. Some will always join a certain side (New Arroyo will always go Jihad, for example), many have their own special weird rules.
                 
                - Fixed certain AI countries' ability to join alliances:
                    - NROM will now join properly, rather than being locked into neutrality most of the time. The AI can also join the Jihad, althrough that's unlikely. It can also go Wildcard, but that's unlikely.
                    - Previously, NCR only joined the Jihad - unless they had the Mandate of Authority. Now they can join any faction.
                    - Necropolis AI is also now able to choose any alliance, it would go neutral before.
                    - Mayan Empire now uses the same rules for joining alliances as most human nations do.
                - RCC's action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                - Manitou Tribes can now choose to join the Dictatorship of Man, and also go Wildcard. The AI won't, but players now have the two possibilies.
                - NROM now has their own messages for joining up Alliances.
                - RCC also has their own special action message for joining the Dictatorship and for fighting everyone.
                - Caesar's Legion action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                - RCC AI is now able to join the Jihad with the right conditions.
                - Fixed some issues with flag setting and modification that may have been breaking the sequencing.
                    - Fixed a possible bug with the sequencing in RCC's events which may have breaking some things.
                    - Fixed another possible issue with the sequencing in Pioneer Alliance's events which may have been breaking some things.
                    - Fixed New Church's possible sequence issues
                - Den now has a special action message for joining the American Unity.
                - Darien Tribes now has the option of not joining the war at all or attacking everyone.
                - Harlequins now have the option of not joining the war at all or attacking everyone.
                - The Huns now have the option of not joining the war at all or attacking everyone.
                - New Church can now join the Jihad (probably won't, but it can)
    
         
            gaining_control.txt: Updated to Illya's new Gaining Control model. It is now possible to:
                1. Take control of land owned by non-enemy, non-wasteland and non-rebel countries.
                2. Give back land which belongs to other countries which are not enemies.
         
            Decisions.txt:
                - Fixed "Buy Imp. Rocket Company" giving a Missile Company rather a proper Improved Rocket Company. This was clearly making Rockets the superior choice to Avengers, and for the money-rich, made researching an entire group of attachments an waste of time.
                - Fixed a number of Invalid String ID [name] warnings in events 610404 - 610407.
             
            Enclave.txt:
                - Invalid String ID [name] warnings in event 11105
         
            General.txt:
                - Gave new "Nation Gone" events to:
                    - Calgary Confederacy
                    - Commonwealth
                    - New Canaan
                    - Nuka Cola Company
                    - Quebec
                    - Vault 10
                    - White Legs
         
            White_Legs.txt: 
                - White Legs given a -20% supply efficiency penalty. This is to simulate the fact White Legs are literally rapacious tribals who do not undertake any sustainable activities. This is canon, as in canon, the White Legs' tribe was expanding by the time of Honest Hearts and stretching their capability to provide for themselves - which is why they wanted to join the Legion so hard. This is a little test of a future gameplay mechanic.
             
            Pioneer_Alliance.txt:
                - Fixed bug where Pioneer Alliance obtaining Eugene would sleep the Gaining Control event for Colorado Springs instead of the event for Eugene.
             
            Raids.txt:
                - Caesar's Legion no longer raids New Reno. This never made sense, because New Reno is quite closely tied with the Slavers' Guild. Rather, the Legion will now raid the New Church, but only if The Vipers no longer exist - essentially, without the Vipers on the way, Legion raiding parties can get to Texas.
             
            Unifications.txt:
                - Fixed bug making Panama harder to unify.  This happened because the Panaman Ridge region has 14 provinces, but only 7 are on the map - the other ones belong are in South America. Panama Unification now only requires owning 3 out of 7 provinces, rather than the previous 7 provinces. It doesn't mean much right now, but it will be more important in the future.
                - Unifications in provinces with gold and silver reserves no longer give a flat money income. Rather, it gives a bonus in ic production of X resources ({ type = industrial_modifier which = [money] value = [] }). I roll dice twice to determinate a max cap, then roll a dice with the number of the cap to determine the total number.
                    - Utah Unification no longer gives 27.11 money, but rather type = industrial_modifier which = [money] value = [2.71], or +2.71% industrial modifier for producing money.
                    - New Mexico Unification no longer gives 14.80 money, but rather industrial_modifier which = [money] value = [5.92], or +5.92% industrial modifier for producing money.
                    - Colorado Unification no longer gives 9.28 money, but rather industrial_modifier which = [money] value = [3.24], or +3.24% industrial modifier for producing money.
                    - Nevada Unification no longer gives 48.45 money (no seriously, that was insane), but rather industrial_modifier which = [money] value = [12.11], or +12.11% industrial modifier for producing money.
             
        units:
    
            divisions:
         
                bergjaeger.txt:
                    - Super Mutants can now have two brigade attachments per unit.
                 
                d_rsv_33.txt: 
                    - Power Armor is now allowed two brigade attachments per unit.
                 
                 
    map:
    
        adj-defs:
    
            - Ships in Eugene Province are now able to properly go into the sea and back. Before, they could't get out of Eugene province.
            - It is now possible to go from the Great Lakes to the Fleuve Saint-Laurent:
                Lake Huron (3008) to Lake Eire (3009). Sea.
                Lake Eire (3009) to Lake Ontario (3010). Sea.
                Lake Ontario (3010) to Fleuve Saint laurent (4250). Sea. I'm going to try something new by setting the province it will go through to 574 (Quebec)
             
        navaldist.tbl:
    
            - New navaldist file in order to allow the connection changes.
         
         
    scenarios
    
        2245:
     
            - Off-map resources no longer count as points in land. This means that conquering land occupied by a country with off-map resource income, shall no longer increase Victory Points without a corresponding increase in income. This was making me wonder why so many minor nations possessed relatively large VP counts, even compared to majors like the NCR. This also means its harder to trigger Warmonger.
            - Victory Points that do not come from resources in-province are being purged. These usually are in Wastelands.inc, but also from vp.inc. If you see any Victory Points areas that have no resources, bases or anything on them, report to the Brotherhood Inquisitors and we shall do with them what we did to the HR callendar. Remember that one? No? Good.
            - Victory Points are being recalculated across the board. Many nations have province with wrong VP number calculations, somebody made a math mistake (probably me, Slaughter).
            - Province Infraestructure ported from province.csv to scenario files, just like resources. Why? Because having to use province.csv AND the scenario files to fiddle with things is a pain in the ass, and scenario files are far more confortable and organized to me.
            - Less bases pre-placed on the map as a whole, and the ones that remain are lower-level. Want a high-level airbase? BUILD IT.
            - Infra levels were also changed across the board, generally downwards - this IS a post-apocalyptic wasteland, after all. Low infraestructure should be norm, with the odd high infraestructure. A few states' infraestructure is also too homogenous. Many provinces were changed via dice roll, to make it more random and account for nuclear strikes and neglect. Its very simple: Roll a dice equal to the number of the infraestructure, diminish the infra by this number (so -1 = 10% or -0.1 infra), unless its equal, then keep it.
            - Fixed (possibly) "The Altoona Bug": Altoona province (618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the province id number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND especially the Dark Cathedral, because it got this province when it revolted in the Civil War. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop. Simiarly, fixed a "Sherbrooke bug" that was causing similar issues (resources supposed to be in Sherbrooke were going to George Town... a province in the Caribbean).
            - Resource Revamps: Changed the way metals, rares and energy derived from mineral sources (coal and uranium) are calculated in my new real-life based resources. Some more details:
                - If the resource is less than 1, assume the full value.
                - If between 1 and 9, roll a single dice to determine percentage.
                - Above 10, roll two dice: An 1d10 to determine the maximum cap and another dice decided by the first throw. First throw determines how much % of that deposit is still recoverable, and the second determines how much can be accessed right now. For example: 20 metal, roll 1d10 = 5. 5 = 50%, which means the maximum that can be extracted is 10 metals or 50%. Then we throw a 1d5, let's say it comes 2/20%. This means that upon map start, there will be 4 metal on the map.
                - After 150, there's a further -10% maximum cap, so first roll becomes a 1d9 after 150, 1d8 after 300 and so on.
                - The difference between the two dices doesn't matter in practice... for now. But it will be pretty important in... future plans.
         
            Broken Hills.inc:
         
                - Lovelock (6143) infraestructure went from 80% to 50% (infra nerf by dice-roll).
                - Lovelock now has 33 Victory points, increased by +1 (wrong calculation). 
         
            Beastlords.inc:
             
                - Updated minor description inside
                - Added province.csv data to scenario file.
                - Cape Girardeau (6365) infra nerf, from 80% to 60% - it was too much, but 60% kept to the average of the area. Also, has an extra vp now.
             
             
            Caesar's_Legion.inc:
    
                - Added Arizona provinces csv info to this file.
                    - Infraestructure nerfs by dice roll.
                - Fixed Victory Points (were often not counting csv resources)
                - Phoenix now has 6 victory points, up from 2.
                - Two Sun/Tucson now has 13 victory points (was    11).
                - Globe (6155) now has 8 victory points (was 10).
             
             
             
            Commonwealth.inc:
    
                - Fixed bug where Commonwealth's capital was located in Washington D.C, for some reason, even through it did not own that province.
                - Added some province.csv data
                    - Infra nerf by dice roll.
                 
            Darien Tribes:
                - Added province.csv data
                - Panamá (888) victory points changed to 5 (Was 3)
                - Darien Tribes can now enter Wasteland territory and take marauder-owned land - it was a simple matter of not having military access to REB.
             
            Dead_Islands.inc:
                - Attu Station (3558) victory points changed to 1 (Was 2)
                - Added Kiska (7299) data.
             
            Den.inc:
         
                - Alturas province (6133) VPs changed from 20 to 16.
             
            East_BOS.inc:
                - Chicago (620) victory points changed to 29 (Was 26), vps weren't counting all the bases from Installations.inc.
                - Peoria (625) victory points changed to 7 (Was 9)
                - Added Aurora province (6396) data.
     
            Enclave.inc:
                - Adding CSV data to Enclave scenario data (Alaskan Provinces)
                - Eureka/Navarro Base province (766) no longer is defined both in this file AND Navarro.inc. Now it is only defined in Navarro.inc, to prevent issues with two provinces being defined at once.
                - Dillingham (548) now has 11 victory points (Was 12)
                - Anchorage (549) now has 12 victory points (Was 9)
                - Kodiak Island (6869) now has 0 VPs (Was 5)
                - Cold Bay points = 3 # Was 5
                - Unalaska resources are now in the scenario file, not in province.csv
                - Unalaska Island (692) victory points are now 43 (Was 5 for some reason, 45 before that)
                - Honolulu province (663):
                    - Was labelled Pearl Harbour, fixed.
                    - Removed 1 vp.
             
            Former_USA - Boston.inc
                - Minor adjustments
                - Added New Jersey info from province.csv. 
                    - Infraestructure nerf. All done in Former_USA - Boston.inc.
                - Added Massachussets Wastelands data from csv
                    - Infra nerf by dice roll.
                - Richmond and Norfolk with each other's names, lulz.
                - Norfolk province (623) now has 4 VPs (was 2). Wans't accounting for installations VPs properly, althrough they were nerfed in this version.
                - Added West Virginia data from csv and fixed errors.
                    - Wheeling was described as Charleston, old map weirdness. Fixed.
                    - Wheeling now has 9 VP, rather than the 12 it had (11 from the file and +1 from vp.inc)
                    - Huntington (Clarksburg in the old map) went from 4 to 5 VPs (resources were adjusted before but not the VPs, aparently).
                    - Infra nerfed by dice roll. 
                - Added Virginia data from csv.
                    - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files.
                    - Newsport News (6471) victory points changed to 1 (was 2)
                - Added lvl2 coastal forts in DC to keep the 13 VP value.
                - Added Maryland-Delaware province data from province.csv.
                    - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files.
                - Added Connecticut-Rhode Island Wastelands provinces and province.csv data
                            - Infra nerf by dice roll.
                - Added Pennsylvania data from province.csv
                    - Philadelphia (608) victory points changed to 5 (Was 6)
                    - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
                - Added New York data from province.csv
                    - Infra nerf by dice roll except in provinces which were already balanced and logical.
                    - New York (602) victory points changed to 7 (was 8)
                - Fixed "The Altoona Bug": Altoona province (#618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND especially the Dark Cathedral, because it got this province when it revolted in the Civil War. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop.
                - Fixed Newark (#603) VPs. It had 7 VPs + 1 from the vp.inc file, when the correct number was 5.
             
          
            Gecko.inc: 
                - Gecko/Vale(6103) victory points changed to 37 (Was 39).
         
            Hub.inc:
                - Off-map resource income no longer counts as province VPs.
                - San Bernardino now has 19 VP, decreased from 35, because off-map resources were being counted. Correct amount is 32, actually, the calculation was wrong.
             
            Ice_Wastes.inc:
                - Added Northwest Territories province.csv data
                    - Did not mess much with the infra levels here, too little already.
                - Yellowknife (558) now has 16 (was 15) victory points.
         
            Installations.inc:
                - Minor changes.
                - Generally removed a lot of those vanilla E3 map cookie-cutter 1/4 AA/Airbase bases in state capitals and such.
                - Took out Washington's DC bases, as they were too high (10/10 air/naval bases? Holy shit) and transfered the lvl4 AA to the FUSA Boston file.
                - Removed 20 levels of bases, 10 air and 10 naval bases. Ported 1lvl of AA into NCR.inc file. Too high and too easy for the NCR to obtain max-level naval and air bases.
                - Removed 3/4/8 AA/air base/naval base from Los Angeles (762). Current levels are 1/4/2, respectivelly.
                - San Francisco instalations removed, the Shi_Empire.inc file already covered those. Also, 10/10 air and naval bases were too much.
                - Salt Lake City (733) had 1 level of AA and a level 10 airbase. This is no longer the case and both things have been removed - SLC was violently bombed according to Honest Hearts, so it makes no sense for all that infraestructure to be there.
                - Current size of Denver airbase is now 0, it will increase with time.
                - Portland's airbase level changed to 1 (was 4)
                - Seattle (780) naval/air base levels changed from 10/10 to 4/4. The levels are intentionally higher than LA and San Diego, to show that Seattle was not as severely nuked.
                - Bases wrongfully allocated to Lawton (713) are now correctly pointed to Oklahoma City (793).
                    - Base values changed: From 1/4 AA/Air Base, to 1 Air Base. Also the province now has a landfort.
                - Bases wrongfully allocated to Oklahoma City (793) are correctly pointed to Tulsa (2682).
                    - Base values changed: From 1/4 AA/Air Base, to merely 3 AA.
                - Bases allocated to Omaha (790) were wrongfully pointed to Lincoln (789) province. Fixed.
                - Bases allocated to Minneapolis (2261) were wrongfully pointed to Rochester (693) province. Fixed.
                - Minneapolis (2261) airbase level changed to 2 (was 4)
                - Saint Louis (689) airbase level changed to 2 (was 4)
                - Milwaukee (621) AA/air base levels changed from 1/4 to 3/1. Why? Because there's a lot of state capitals with a 1/4 level for some reason. This makes Milwaukee a bit different.
                - Chicago (620) airbase level changed to 5 (was 10). Was too high.
                - Detroit (616) AA/air base levels changed from 1/4 to 3/1.
                - Deleted bases in Memphis (673) because I think I wanted things to be different here.
                - Charlotte province (637) no longer has any airbases. Went from 4 levels to 0, and AA went from 1 to 5.
                - Removed 1 lvl AA and 4 lvls of air base in Biloxi
                - Removed 1 lvl AA and 4 lvls of air base in Atlanta (670).
                - Removed 4 lvl of air base and added 2 lvls of AA in Charleston, SC (644).
                - Miami AA, Airbase and Naval Base values changed to 2/2/2, respectively (was 1/10/10)
                - Bases in Pearl Harbour had the wrong province id.
                - Pearl Harbour (7242) bases went from 3/10/10 AA/Naval Bases/Air Bases, to 3/5/5 respectively.
                - Louisville (641) AA/air base levels changed from 1/4 to 3/0.
                - Norfolk (632) bases changed from 4/10/10 Anti-Air, Air Base and Naval (24 levels total), to 4/5/5 (14 levels), respectively. Too strong.
                - Pittsburgh (614) bases changed from 1/4 Anti-Air, Air Base, to 4/1 AA and airbase respectively.
                - Syracuse (592) bases changed from 1/4 Anti-Air, Air Base, to 1/2 AA and airbase respectively.
                - Removed New York (602) bases, which were 4/10/10 for Anti-Air, Air Base and Naval Base respectively. This is too much, and not to mention, there are already bases defined in the scenario files, so those bases in the Installations file make no sense.
                - Removed Two Sun/Tucson bases (1 AA/4 Airbase).
                - Removed Sacramento (764) bases (1 AA/4 Airbase).
                - Removed Santa Fé (725) bases (1 AA/4 Airbase)
                - Houston (716) bases changed from 1/4 Anti-Air, Air Base, to 1/1 AA/Air Base. Still the same points because Houston now has a landfort.
                - Deleted 1/4 AA/Air Base bases at Little Rock (683) province in Arkansas.
                - Deleted 1/4 AA/Air Base bases at Bismarck (698) province in North Dakota.
                - Boston (600) bases changed from 3/10/10 Anti-Air, Air Base and Naval Base, to 3/4/4 AA/Air/Naval Base.
                - Vancouver (541) bases changed from 3/10/10 Anti-Air, Air Base and Naval Base, to 3/3/3 AA/Air/Naval Base.
                - Winnipeg bases changed from 1/4 AA/Airbase to 1 airbase.
                - Took out Ottawa (588) bases: 3/4 AA and Airbase.
                - Removed the enormous bases in St. John's (576) province (once Newfoundland), as the Wasteland.inc file already has a few bases for it.
                - Halifax province (579) bases changed from 1/4/10 AA/Air/Naval base to 1/2/3 AA/Air/Naval base, respectively.
                - Fixed bases being pointed to León de los Aldama (747) instead of Monterrey (745) due to old map shenanigans.
                - Puerto Barrios (2649) bases changed from 1/4/4 AA/Air/Naval Base, to 1/2/2 AA/Air/Naval base, respectively.
                - San José (540) bases changed from 1/4/10 AA/Air/Naval Base, to 1/2/4 AA/Air/Naval Base, respectively.
                - Tegucigalpa (760) bases changed from 1/4/4 AA/Air/Naval Base, to 4/2/3 AA/Air/Naval Base, respectively. Also fixed province id, it was pointing to Choluteca (4299).
                - Andros Town (2963) bases changed from 1/4 AA/Airbase to 1/1 AA/Airbase, respectively. Was also using Nassau's province ID (652) mistakenly.
                - Havana (654) bases changed from 1/4 AA/Navalbase to 1/2 AA/Navalbase, respectively.
                - Guantanamo Bay Naval Base (894) bases changed from 1/4/10 AA/Air/Naval Base, to 10/2/3 AA/Air/Naval Base, respectively.
             
             
             
             
            Junkers.inc:
                - Corrected VP count of Pittsburgh from 13 to 15, did not correspond to its resources.
                - Added Pennsylvania data from province.csv
                    - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
             
            Kansas_Free_State.inc:
    
                - Corrected province ID/name relations.
                - Added resources from CSV into scenario file. This also had a few other effects, such as a small VP increase.
                - Topeka (6231) now has 5 victory points (was 7)
                - Lawrence (6232) now has 3 vps (Was 5)
                - Kansas City, KS (792) victory points changed to 6 (was 8)
         
            Kurtz's Camp.inc:
                - Fixed base of Kurtz' helicopters. They were based in Las Vegas, when they should have been based in Manti (his current capital).
                - Manti now has 40 infra.
                - Added province.csv data.
                - Resource Revamps:
                    - Utah:
                        - Manti (6162) province:
                            - energy = 102.43 # scenario (10) + 92.43. Willberg Coal Mine (4.47 40/40%), Sufco Coal Mine (13.5 30/30%), Dugout Coal Canyon (2.02/6.75 30/100%), Crandall Canyon Coal Mine (1.52/5.08 30/100%), Skyline Complex Coal: (6.75/11.25 30/50%), Trail Mountain Coal (13.05/15.66 50/60%), San Rafael River Distrct/San Rafael Project: 44.37 U Energy (30.88 50/50% + 13.49 40/40%). Was 222.12. Was 10.
                            - victory points = 13 (Was 25)
             
            Manitou_Tribes.inc 
                - Baton Rouge (6274) now has 0 victory points (was 1)
                - Added Biloxi data.
                - Mobile (678) now has 6 victory points (was 8)
                - Pensacola (676) now has 4 victory points (was 5)
                - Added province.csv data.
                - Infraestructure nerf by dice.
             
            Metis confederacy.inc:
                - Calgary (797) now has 10 victory points (was 8)
                - Claresholm (6819) now has 2 victory points (was 3)
             
            Mexican_Raiders.inc:
                - Saltillo (742) now has 8 victory points (was 13)
                - Monterey (745) now has 6 victory points (was 11)
                - Added province.csv data.
         
             
            Mutant_Army.inc:
                - Minneapolis (2261) now has 13 victory points (was 17)
                - A boit of infra nerf by die roll.
             
         
            Navarro.inc:
                - Eureka/Navarro base IC went from 8 to 5, due to not counting off-map resources anymore.
         
            NCR.inc:
                - San Diego (761) VPs changed from 11 to 8.
                - Added California data from province.csv.
                    - Infraestructure rebalance to some provinces.
                - Added 1 level of AA to San Diego ported from Installations.inc
                - San Diego no longer has 10/10 naval/air bases. Currently it is 2/1, which is far more realistic and balanced. This change happened at the Installations.inc file, but its important to detail it here as well for balance reasons.
                - Removed 3/4/8 AA/air base/naval base from Los Angeles (762). Current levels are 1/4/2, respectivelly. Most of it was removed from Installations.inc, but some of it was ported, such as the naval base and AA. Point calculation was wrong, but this change meant it would continue with 19 VP was before.
                - Santa Barbara province (2709) victory points changed from 5 to 4. Calculation mistake, aparently.
                - Shady Sands/El Portal (6117) had a wrong victory point calculation. Was 19, now 18 VP.
                - Porterville(6124) province now has 40% infra.
                - Stockton (6129) VP increased to 2, was 1 (didn't take csv infra in account).
         
            Necropolis.inc:
                - Off-map resources no longer count as in-province VPs.
                - Necropolis/Bakersfield province VPs diminished from 23 to 11. Also, correct amonut was 21 not 23.
             
            New Arroyo.inc:
                - Arroyo/Marshfield (6107) victory points diminished to 12 (Was 13)
                - Corvallis (6108) victory points changed to 7 (Was 10).
         
            New_Canaan.inc:
                - Salt Lake City manpower changed from 0.5 to 1, because 0.5 doesn't show up on the map and doesn't work (a pity).
                - Added province.csv Utah data.
                - Ogden (6159) victory points changed to 9 (was 5)
                - Resource Revamps:
                    - Utah Resource Revamps:
                        - Salt Lake City (733):
                            - rare_materials = 45.31 # scenario (1) + 43.71 from Bingham Canyon Mine/Kenneth Copper Mine (20/25, 40/50% Mo + 21.2/23,85 80/90% Mo + 2.51 100% Cu), White Pine District (0.96/1.60 60/100% Mo). Was 81.61.  Was 1.
                            - Salt Lake City victory points changed to 9 (Was 16)
         
            New_Reno.inc:
                - Reno province VPs corrected. 26, not 25.
                - Added Nevada province.csv data.
                    - Infraestructure nerf by dice roll.
                 
            NROM.inc:
                - Added province.csv data
                - Pueblo (741) had the ID of the province of Chilpancingo de los Bravo (4326), which meant the later got resources meant for the former. Both belong to the NROM, but that is still wrong. Fixed.
                - Acapulco de Juárez (751) victory points changed to 9 (Was 7).
                    - Was Guadalajara in old map and labelled as such in the scenario files. Fixed.
             
            Nuka.inc:
                - Added Georgia csv resources.
                - Atlanta (670) victory points changed to 5 (Was 1).
                - Atlanta had a small infra nerf
             
            Pioneer_Alliance.inc:
                - Klamath Falls (6106) victory points changed to 9 (Was 12)
         
            Rad-Zombie Wastes.inc:
                - Added all data pertaining to resources previously in the csv file.
         
            RCC.inc:
                - Fixed two MASSIVE BUGS which resulted in a drastically weakened and nerfed RCC (on the order of -10 IC and many other changes like less manpower and resources in general), throwing the East Coast balance all out of wack:
                    - Fixed "The Altoona Bug": Altoona province (#618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND the Dark Cathedral, because it got this province when it revolted. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop.
                    - Fixed "The Sherbrooke Bug". There was a mix-up between the provinces George Town (584) and Sherbrooke (1909). Aparently, George Town's current province id was used for Sherbrooke in the old map. In practice, a Wasteland province in the Caribbean was getting resources meant for a province in Canada held by the Royal Canadians, weakning Canada even more.
                - No longer attributing infra to "Flint" (actually Grand Rapids), even through it doesn't own the province. This is an old map bug.
                - Ottawa (588) victory points changed to 11 (was 14, but should have been 13 before I nerfed the bases).
                - Toronto (589) victory points changed to 2 (was 4).
                - Hamilton (599) victory points changed to 0 (was 1).
                - Oshawa (2731) victory points changed to 0 (was 2).
                - Quebéc (574) victory points changed to 9 (was 11).
                - Montreal (585) victory points changed to 6 (was 3, wrong calculus).
             
             
             
            Reavers.inc:
                - Cape Girardeau (6366) victory points changed to 11 (Was 13)
                - Small infra changes.
                - Added province.csv data.
                - Reavers no longer claim all the starting provinces of the East BOS for some reason. Now they claim Wichita (2680), which is more or less where Newton, Kansas is - their original base in Fallout Tactics.
             
            Redding.inc:
                - Redding province VP is now 37, was 38 before. Wrong calculation, aparently.
             
            Reservation.inc:
                - Resource Revamps:
                    - Los Alamos/Reservation (6182) province:
                        energy = 43.19 #  Scenario (24) + Rio Puerco (10.30 5% U energy) + 8.08 from Coal (2.86 10%/10% from Monero Coal Field + 1.65/1.84 90/100% from Tierra Marilla Coal field + (2.43/3.48 79/100% + 1.14 10/10%) from Ignacio Chavez Wilderness Study Area coal) + 0.81 + from Abiquiu Dam (0.41/1.65) and El Vado Dam (0.40/0.80), for hydro max of 2.45. Was 70.21.
                        - metal = 21.4 #  scenario (15) + Bromide No.2 District (6.4). Was 47. Was 24. Was 15.
                        - rare_materials =  10.86 # Was 10. Now 10 + 0.86 (Nacimiento District)
                        - manpower = 5 # scenario (2) + 3 (1 Tiwa + 2 Jicarilla Apache. Los Alamos is intentionally nerfed because of balance, and because of the lore: The area near Reservation is said to be heavily radioactive, due to Chinese Nukes attempting to hit the Reservation and missing. So I make it as such that a bunch of tribes fled the area to nearby lands). Was 6. Was 2.
                        - Victory points = 19 # Was 27.
                 
             
             
            Robot_Nation.inc:
                - Resource Revamp:
                    - Aspen Robotics Center (706) province
                        - energy = 139.19 # . Currently 114 + 23.70 Coal + 1.49 hydro. 1.49 Hydro, Shoshone Generating Station(1.12/1.50 Light Damage), Ruedi Power Plant(0.37/0.50 Light Damage). Twentymile Mine(1.97 10/10 % coal), Sage Creek Mine(21.73 30/30% coal). Was 207.72. Was 114 (scenario).
                        - points = 44 # Was 51. Was 50
                    - Grand Junction Camps (708) province:
                        - energy = 93.3 # Now 53 + 40.34. Colowyo Mine(5.94 60/100% Coal energy), Red Cliff Mine(14.4 Coal energy). Rifle Mine (20 1/5% U3O8). Was 78.7. Was 53 (scenario).
                        - victory points = 18 # Was 16. Was 14
                         
             
            Shi_Empire.inc:
                - San Francisco's VPs no longer consider off-map resources. So its VPs went from 32 to 19.
                - San Francisco no longer has AA, and ten levels of airbase and naval base. Now it only has a level 2 airbase. The real change was in installations.inc, but its worth listing here as well.
                - Added province.csv resources into file.
                    - Oakland county now has 80% infra (10% was there + 70 in the csv)
                 
            Spiders.inc:
                - Added province.csv data to scenario files
                - Tampa (649) now has 5 VPs (was 6)
                - Infraestructure nerf by dice.
         
            Wasteland.inc:
         
                - Fixed a small mistake in assigning province resource in Mexico
                - Fixed Grand Rapids and Flint provinces having resources attributed in the RCC file instead of Wasteland. Added resources from the CSV file too.
                - Added United States province data from province.csv:
                    - Added American Pacific data (just Hawaii really, rest is off-map for now)
                        - Added Hawaii data (but not really, its all in the Enclave's file)
                    - Added Alaska Region data:
                        - Added Alaska state data.
                            - Very slight infraestructure nerf. The infra is about as low as it gets here.
                        - Added Alaskan archipelago data.
                    - Added Southwest US data:
                        - Added California data
                            - Infraestructure nerf by dice roll, except some provinces whose values were already correct.
                            - Nevada City (6116) victory points changed from 12 to 14.
                            - Ukiah (6127) has -1 rare materials.
                        - Added Nevada data
                            - Infraestructure nerf by dice roll in some provinces (If I did all of them, it would end up with pretty none)
                        - Added Arizona data
                            - Infra nerf by dice roll.
                            - Flagstaff had one less VP than it should have had, but resources ported from province.csv corrected it.
                            - Parker gained an extra VP (3, from 2)
                            - Fredonia/Hoover Dam (6152) now has 5 VP (was 6)
                        - Added Utah data.
                            - Infra nerf by dice on most provinces.
                    - Added Northwest US data 
                        - Added Oregon data.
                            - Infra nerf by dice roll.
                        - Added Idaho data.
                        - Infra rebalanced, too homogenous (almost all 40%)
                        - Added Washington state data
                            - Seattle did not have enough points for all the bases it has, even if I did decrease them.
                            - Infra nerf by dice roll.
                        - Added Montana state data.
                            - Too much infra = 0.5 (50%), so I did a big nerf: Threw some dice to decide the nerf.
                            - Removed a victory point from Helena (2367)
                            - Removed 2 VPs from Missoula (772)
                        - Added Wyoming data.
                            - Removed 4 VPs from Casper (704)
                            - Removed 2 VPs from Rock Springs (732)     
                            - Infraestructure nerf by dice thrown
                    - Added Southcentral US data
                        - Added New Mexico data.
                            - Big infra nerf, using dice rolls.
                        - Added Colorado data
                            - Infraestructure nerf by dice roll.
                            - Boulder (6165) victory points currently 2 (was 3), due to infra nerf.
                        - Added Kansas data.
                            - Ported all Kansas resources from CSV to this file.
                            - Decreased infra in Kansas provinces somewhat (too homogenous, almost all 0.5) through dice rolls.
                            - Removed 2 vps from province Dodge City (6237)
                            - Took out 2 vps from Colby (6238)
                        - Added Oklahoma data
                            - Infraestructure nerf by dice roll.
                            - Removed 2 vps from Oklahoma City (793)
                            - Removed 2 vps for nothing from Tulsa (2682). It now has 2 vps from csv resources.
                            - Removed 1 vp from Beaver (6224)
                        - Added Texas data
                            - Nerfed many provinces' infra through dice rolls.
                            - Removed 1 vp from Austin (686). This province should't even be in this file, but on New Church's.
                            - Removed 2 vps from San Antonio (717)
                            - Removed 4(!) vps from Amarillo (721)
                            - Removed 3 vps from Corpus Christi (748)
                            - Removed 3 vps from Abilene (6255)
                        - Added Arkansas data. 
                            - Removed 2 vps from Fayetteville (6282)
                            - Removed 1 vp from Fort Smith (6283).
                            - Removed 6 vps(!) from Little Rock (683)
                            - Infraestructure nerf via dice roll.
                        - Added Lousiana data
                            - Infraestructure nerf via dice roll.
                    - Added Midwest data
                        - Added North Dakota data
                            - Infraestructure nerf by dice roll
                            - Removed 2 vps from Bismarck (699)
                        - Added South Dakota data
                            - Infraestructure nerf by dice roll.
                        - Added Nebraska data
                            - Removed 3 vps from Lincoln (789)
                            - Removed 2 vps from Omaha (790)
                            - Infreastructure nerf by dice roll.
                        - Added Minnesota data 
                            - Infra nerf by dice roll
                        - Added Iowa data
                            - Infra nerf by dice roll, a new method.
                            - Removed 2 vp from Cedar Rapids (691)
                        - Added Missouri data 
                            - Infra nerf by dice roll.
                            - Removed 1 vp from Springfield, MO (688)
                            - Removed 5 vps(!) from Saint Joseph (690)
                        - Added Wisconsin data
                            - Removed 3 vps from Milwaukee (621)
                            - Milkwaukee (621) now has a single point from its installations.
                            - Infraestructure nerf by dice roll.
                        - Added Illinois data
                            - Removed 3 vps from Springfield, IL (626)
                            - Infraestructure nerf by dice roll
                        - Added Michigan data
                            - Removed 2 vp from Marquette (622) 
                            - Nerfed infra by dice roll.
                    - Added Southast US data
                        - Added Tennesse data
                            - Removed 3 vps from Knoxville, TN (642)
                            - Removed 2 vp from Nashville (671) 
                            - Removed 2 vp from Memphis (673) 
                            - Removed 2 vp from Chattanooga (2717) 
                            - Removed 2 vp from Columbia (6450)
                            - Nerfed infra by dice roll.
                        - Added North Carolina data
                            - Infra rebalance because it was too homogenous (almost all provinces had infra = 50%). So I just rolled 7-sided dice for all (because again, too homogenous) and had the dice decide. The dice is wise.
                        - Added Mississippi data
                            - Removed 2 vp from Jackson, MI (675)
                            - Infra nerf by dice roll.
                        - Added Alabama data
                            - Removed 10 (!!) vp from Montgomery (672)
                            - Removed 3 vps from Decatur (6432)
                            - Infra nerf by dice roll
                        - Added Georgia data
                            - Infra nerf by dice roll.
                            - Removed 1 vp from Augusta (2711)
                        - Added South Carolina data
                            - Infra nerf by dice roll.
                        - Added Florida data 
                            - Removed 1 vp from Jacksonville (648)
                            - Removed 1 vp from Orlando (650)
                            - Removed 2 vps from Miami (651)
                            - Infraestructure nerf by dice
                    - Added Northeast US data:
                        - Added Kentucky info.
                            - Kentucky infra was almost all 60% all around, too high and too homogenous. Infra nerfed by dice roll.
                            - Added 2 vp to Louisville
                        - Added Indiana info
                            - Removed 2 VPs from Evansville (6389) 
                            - Infra nerf by dice
                        - Added Ohio info
                            - Infra nerf by dice roll.
                            - Took out a VP from Cleveland, OH (615) because it clearly does not fit there.
                        - Added Virginia info (most of it to Former_USA - Boston.inc)
                            - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files. Used dice rolls for nerf.
                        - Added Maryland-Delaware info
                            - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files. Used dice rolls for nerf.
                        - Added New Jersey info. 
                            - Infraestructure nerf by dice roll. All done in Former_USA - Boston.inc.
                        - Added all New York wasteland provinces.
                            - Slightly dialed down the infra in some provinces.
                            - Infra nerf by dice roll except in provinces which were already balanced and logical.
                        - Added some Connecticut-Rhode Island info. See Former_USA - Boston.inc
                            - Infra nerf by dice roll.
                        - Added some Massachussets info
                            - Infra nerf by dice roll. See Former_USA - Boston.inc and Commonwealth.inc
                        - Added all Vermont Wastelands provinces
                            - Infra nerf by dice roll.
                        - Added some Pennsylvania info (honestly its all in Former_USA - Boston.inc and Junkers.inc files)
                            - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
                            - Decreased general infra, too high.
                        - Added all wasteland New Hampshire provinces
                            - Infra nerf by dice roll.
                        - Added all wasteland Maine provinces.
                            - Infra nerf by dice roll.
                        - Added all wasteland West Virginia provinces (see: Former USA - Boston.inc where all of it is)
                            - Infra nerf by dice roll.
                - Added Canadian Province data from province.csv:
                    - Added Northern Canada provinces.
                        - Added Yukon Territories provinces.
                            - No need for infra nerf, infra levels are so low there's barely anything here.
                        - Added Northwest Territories provinces (appears as "Eastern Northwest territories on the game, for some reason).
                            - Infra levels are already too small, didn't really mess with anything here.
                    - Added Western Canada provinces.
                        - Added British Columbia province.
                            - Removed 2 VPs from Vancouver (541) 
                            - Infra nerf by dice roll.
                            - Victoria (556) now has 3 victory points (was 6)
                        - Added Alberta province data.
                            - Removed 2 VPs from Edmonton (796) 
                    - Added Central Canada provinces. Note: Region is called merely "Canada" in the files. Vanilla relic?
                        - Added Saskatchewan provinces.
                            - Infra-rolled dice nerf. This time, I only rolled five-sided dice, because most of the infra was already pretty low-ish (mostly 30%, some 50%).
                            - Removed 1 VP from Saskatoon (798) 
                        - Added Manitoba provinces 
                            - Infra nerf by dice roll.
                            - Removed 2 VPs from Winnipeg (569) 
                            - Removed 1 VP from Dauphin (6710)
                            - Removed 2 VPs from Brandon (6712) 
                        - Added Ontario provinces 
                            - Removed 1 VP from Sault Ste Marie, ON (565) 
                            - Removed 1 VP from Fort William (571) 
                            - Removed 1 VP from Fort Severn (6670) 
                            - Infra nerf by dice roll
                        - Added Quebec provinces.
                            - Removed 1 VP from Senneterre (6629) 
                            - Removed 1 VP from Sept-Îles (6633) 
                            - Infra nerf by dice roll.
                        - Added New Foundland and Labrador provinces.
                            - Removed 1 VP from Nain (575), once merely Labrador province.
                            - Changes to St. John's bases:
                                - Bases from Installations.inc removed, it already had bases in the scenario file (removed for being too much).
                                - Current bases levels are: 2/2/2 AA/Naval/Air Base.
                            - Removed 1 VP from Michikamau Lake (6652), once merely Labrador province.
                            - St. John's victory points changed to 5 (was 3)
                            - North West River victory points changed to 2 (was 0)
                            - The infra is already very low and the area is pretty low-infra, so I didn't change anything infra-wise here.
                        - Added New Brunswick provinces
                            - Saint John victory points changed to 2 (was 0)
                            - Infra nerf by dice roll.
                        - Added Nova Scotia provinces 
                            - Removed 1 VP from Charlottetown (578), once Cape Breton province.
                            - Removed 1 VP from Halifax (579)
                            - Infra nerf by dice roll.
                - Added Mexican and Central America province data from province.csv:
                    - Important Note: Mexican areas are crap and in no way correspond to actual mexican states, which are far more than in map.
                    - Note 2: Not all these areas are in Mexico. Parts of Yucatan and Central Rainforests area are in the Mexico region, but parts of it are in the Central America region. Seems like the devs had a region/area limit or something, or just didn't want to put much effort in Mexico. Even Arcangelus changed the Unifications to better despict Mexico. Thus Mexico and Central America region provinces will be together for convenience reasons.
                    - Added Lower California provinces
                        - Infra nerf by dice roll.
                    - Added Chihuahua provinces
                        - Removed 2 VPs from Ciudad Juárez (740), or Nogales in the old map.
                        - Infra nerf by dice roll.
                    - Added Mexico City provinces. 
                        - Removed 2 VPs from Guadalajara (738).
                        - Removed 2 VPs from León de los Aldam (747), labelled as Morelia in the old map.
                        - Removed 1 VP from Morelia (750)
                        - Removed 2 VPs Acapulco de Juárez (751).
                        - Infra nerf by dice roll, except a few provinces that didn't need it.
                    - Added Vera Cruz provinces.
                        - Removed 1 VP from Matamoros (749)
                        - Veracruz (753) victory points changed to 2 (was 0)
                        - Oaxaca de Juárez (754) victory points changed to 1 (was 0)
                        - Infra nerf by dice. 
                    - Added all Central Rainforest provinces.
                        - Fixed VPs 
                        - Infra nerf by dice.
                    - Added all Yucatan provinces. 
                        - Pretty low infra levels in general, so dice rolling wans't even necessary. Might change my mind. 
                    - Added all Wasteland Nicaragua provinces
                        - Diminished Managua's VPs from 3 to 2, as is correct.
                        - Infra is mostly pretty low, so didn't roll dice. Not sure if it was like that or I changed it.
                - Added Caribbean province data from province.csv
                    - Added Antilles data (but no provinces yet because its all off the map_
                    - Added Bahamas Islands data
                        - Removed 1 VP from Cockburn Town (573). What an unfortunate name for a place.
                        - No infra nerf, infra was already pretty low all over the place (mostly 20%).
                    - Added Cuba data.
                        - Removed 1 VP from La Habana (654).
                        - La Habana (654) victory points changed to 1 (was 0)
                        - Santiago de Cuba (657) victory points changed to 3 (was 0)
                        - No infra nerf, infra was already pretty low all over the place (mostly 20% and 30%).
                    - Added Hispaniola data - well, all the two provinces on map, that is.
                - Resource Revamps: 
                    - United States:
                        - Southwest US:
                                - Utah:
                                - Moab (2678) province:
                                    - energy = 8.31 # Daneros Mine (2.97 U energy 20/20%), Gateway District (2.02 U energy 10/10%), Sage Plain Mining Project(3.31/8.20 30/100% U energy). Was 3.31. Was 8.23.
                                    - rare_materials = 0.60 # Lisbon Valley Mines (0.56/1.87 30/100% Cu rares), Gateway District (0.01 V 100% rares), Sage Plain Mining Project (0.03 V 100% Rares). Was 2.01
                                - Panguitch (6163) province:
                                    energy = 36.37 # Coal Hollow (6.93/13.86 50/100%) + Henry Mountains Uranium ( Tony M Indicated/Inferred (6.07 energy 5%), Southwest Indicated/Inferred (3.51 energy 5%), Copper Bench Indicated/Inferred (5.55 energy 5%), Indian Bench Indicated/Inferred (3.46 energy 5%) + Kaiparowits Plateau Coal (10.85/75.95 10/70%). Was 122.98
                                    Victory points = 4 # Was 16
                                - Saint George (6164) province:
                                    - metal = 34.59 # Was scenario (27). Now 27 + 24.58 (5.11/3.83 40/30% Fe metals (Comstock-Mountain Lion mine) + 3.60/6 60/100% (Bull Valley District) + 0.16 (Tutsagubet District)). Was 51.58 (scenario (27) + 24.58).
                                    - rare_materials = 24.31 # Pine Grove District (15.3/35.7 30/70% Mo Rares) + Rocky District (2.18/3.64 60/100% Cu rares) + Tutsagubet District (0.03 Ga + 0.87 Ge + 0.18 Cu + 0.15 Zn + 0.50 Ar rares)  + White Mountain District (5.10/8.93 40/70% Al rares). Was 67.51.
                                    - Victory points = 11 # Was 24
                                - Nephi (6161) province:
                                    - rare_materials = 17.36 # Fish Springs District (5.91/7.39 80/100% Zn rares), Southwest Tintic District (3.15/18.9 10/60% Cu Rares + 7.50/10.5 50/70% Mo rares) + Diamond Gulch (0.66/1.32 50/100% Cu rares + Spor Mountain (0.15/1.50 10/100% Beryllium Rares). Was 56.71.
                                    - Victory points = 3 # Was 10
                        - Northwest US: 
                            - Oregon: 
                                - Portland, OR (783) province:
                                    - ic = 7 # oldcsv(7). Was 1 (csv)
                                    - infra = 0.5 # csv (0.6) - 1
                                    - victory points = 3 # was 0 
                            - Washington State:
                                - Seattle (780) province:
                                    - ic = 9 # oldcsv(9). Was 1 (csv).
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 6 # 9 levels of bases total. Was 3. Was 9. Was 2
                                - Tacoma (782) province:
                                    - ic = 4 # oldcsv (4)
                                    - points = 1 # was 0
                                - Spokane (2365) province: 
                                    - ic = 3 # oldcsv
                                    - rare_materials = 19 #  old csv (19). was 1 (csv)
                                    - infra = 0.1 # csv (0.3) - 2
                                    - points = 3 # was 0
                            - Montana:
                                - Helena (2367) province:
                                    - rare_materials = 26 # oldcsv (26). Was 2 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 5 # was 0
                            - Wyoming:
                                - Wolton (6219) province:
                                    - metal = 29 # Was csv (9)
                                    - oil = 6 # Was 3 (csv)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - points = 5 # Was 1
                        - Southcentral US:
                            - Colorado:
                                - Walsenburg (6169) province: 
                                    - energy = 60 # New Elk Mine(60 50/70% coal energy). Was 120
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 6 # Was 12
                                - Gunnison (6172) province: 
                                    - energy = 19.62 # 8.64 hydro + 10.98 (coal + uranium). Blue Mesa Power Plant(8.64/8.64 Intact). West Elk Mine (6.7 10/10% Coal), Pitch Mine (4.28 3/5% U energy). Was 89.64
                                    - metal = 36.39 # Orient Iron Mine(1.51 80/100% Fe), Iron Hill Carbonatite Deposit(174.40 Ti Metals). Was 176.29
                                    - rare_materials = 29.13 # Brown Canyon District (2.22 F (1.44 80/100% 80/100% F + 3.00 100% F) in Gunnison and Leadville provinces), Bulldog(0.29 10/100% Pb), Iron Hill Carbonatite Deposit(24.91 20/60% REEs + 0.91 40/100% Th), Manganese Hill(0.8 40/100%). Was 134.15
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 14 # Was 70. Was 71. Holy shit
                                - Montrose (6173) province: 
                                    - energy = 22.52 # 10.95 nuclear + 12.34 hydro. Sunday Mine Complex(1.03 3/5% U3O8), Slick Rock Mill(9.51 1/5% U), Sage Plain Mining Project(0.41 10/40% U divided between Moab and Montrose provinces). Morrow Point Power Plant(8.66/17.33 Mid Damage), Crystal Power Plant(3.15/3.15 Intact), Upper Molina Powerplant(0.00/0.86 Destroyed), Ridgway Dam Hydropower Project(0.20/0.80 Heavy Damage), Lower Molina Powerplant(0.00/0.48 Destroyed), Ames Hydroelectric Generating Plant(0.28/0.38 Light Damage), Ouray Hydroelectric Power Plant(0.00/0.09 Destroyed), Smuggler-Union Hydro Power Plant(0.05/0.05 Intact). Was 150.25
                                    - rare_materials = 10.18 # Revenue-Virgilus Mine(1.81 50/100% Pb + 1.62 90/100% Ar), Sunnyside(5.98 Mn 20/100% Mn), Sunday Mine Complex(0.05 V Rares), Slick Rock Mill(0.72 40/100% V). Was wrong 32.18 metal instead of rares.
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 4 # Was 22. Was 23
                                - Leadville (6171) province:     
                                    - energy = 37.01 # 36.89 coal and nuclear + 0.12 Hydro.  Henderson molybdenum mine(0.99 (0.98 70/100% U + 0.01 coal)), Schwartzwalder Mine(2.90 1/5% U), Hansen/Taylor Ranch Project(33.11 U3O8 2/5%), Boomer Lake George Mine(0.88 U). 0.12 hydro, Green Mountain Power Plant(0.00/2.60 Destroyed), Georgetown Hydro Generating Plant Leadville(0.12/0.16 Light Damage). Was 195.99
                                    - metal = 0.30 # Evergreen/Unnamed Rutile Occurence(0.20 Ti Metals + 0.10 Fe Metals).
                                    - rare_materials = 44.29 # Black Cloud Mine(2.04 rares (0.62 Zn + 1.42 70/100% Pb)), Brown Canyon District(2.22 F rares (1.44 80/100% 80/100% F rares + 3.00 100% F rares) in Gunnison and Leadville provinces), Climax Molybdenum Deposit(22.44 Mo Rares(8.86 30/80% Mo + 13.58 30/60% Mo)), Gold King(0.02 Cu Rares + 0.42 Pb Rares), Sedalia Mine(16 rares (0.40 Cu Rares + 0.60 Zn Rares + 15 30/60% Pb rares)), Boomer, Lake George Mine(0.03 Be Rares + 0.03 Pb Rares + 0.03 W Rares), Evergreen/Unnamed Rutile Occurence(1.06 rares (0.64 30/100% Nb Rares + 0.42 Zr Rares)). Was 133.97
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 11 # Was 45
                                - Colorado Springs (6171) province: 
                                    - Forgot to add some metal that should have been added in the first resource run, sorry.
                                    - metal = 17.36 # Fremont Dolomite (17.36 20/30% Mg)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 3 # was 0
                            - New Mexico:
                                - Farmington (6183) province:
                                    - energy = 213.41 # 210.21 + 3.20. Ignacio Chavez Wilderness Study Area Coal Deposits (2.75 = 0.52 10% + 2.23 10% Coal energy), McKinley Coal Mine (16.74/75.33 20/90% energy), Smith Lake District(16.95 energy), Nose Rock(5.06 energy), Church Rock Mining District(88.97 energy), Ambrosia Lake(56.9 U energy), Marquez District(21.49 energy), Diamond Tal Mine(0.81 energy). Hydro = 3.20 (Navajo Dam 3.20/3.20). Was 124.44 energy.
                                    - infra = 0.3 # csv (0.5) - 2
                                    - manpower = 3 # Navajo Nation (3). Was 5
                                    - Victory points = 22 # Was 13
                                - Socorro (6180) province:
                                    - energy = 4.80 # Cabeça de Vaca (4.80 4/5% U energy). Was 124.24.
                                    - infra = 0.2 # csv (0.5) - 3
                                    - manpower = 3 # 1 Navajo Nation + 1 Zuni Indian Reservation + 1 Keres People. Was 4
                                    - victory points = 1 # Was 13
                                - Hermanas (6178) province: 
                                    - rare_materials = 5.04 # Red Hill District (0.52 Fluorine Rares) + Victorio Mountains (0.27 Beryllium rares, 4.52 50/100% W Rares)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 1 # was 0
                                - Grants (6181) province: 
                                    - energy = 63.25 # Laguna Mining District(11.35), Ambrosia Lake(5.44), Marquez Minining district(2.56), Grants District (43.90 2/5% U energy). Was 0.98.
                                    - manpower = 6 # Now 1 (scenario) + 5 manpower (2 Zuni Indian Reservation + 3 Keres People). Was 9. Was 10. Was 11.
                                    - vicotry points = 10 # Was 4 
                            - Oklahoma:
                                - Lawton (713) province: 
                                    - ic = 1 # oldcsv(1)
                                    - energy = 12 # oldcsv(12)
                                    - oil = 14 # oldcsv(14)
                                    - vicotry points = 2 # was 0     
                                 - Oklahoma City (793) province: 
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - energy = 2 # csv
                                    - metal = 1 # csv
                                    - oil = 35 # oldscv(35). Was 5 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - landfort = 1 # local fortifications
                                    - manpower = 1 # csv
                                    - victory points = 3 # was 0 
                            - Texas:
                                - Tyler (711) province:
                                    - ic = 2 # oldcsv
                                    - oil = 4 # oldcsv
                                    - infra = 0.2 # csv (0.3) - 1
                                - San Antonio (717) province:
                                    - ic = 5 # oldcsv(5). Was 1 (csv)
                                    - oil = 18 # oldcsv (18). Was 1 (csv)
                                    - infra = 0.1 # csv (0.5) - 4
                                    - victory points = 2 # was 0
                                - El Paso (718) province:
                                    - ic = 2 # oldcsv (2)
                                    - oil = 7 # oldcsv (7)
                                    - infra = 0.1 # csv (0.5) - 4
                                - Lubbock (719) province:
                                    - ic = 2 # oldcsv (2)
                                    - oil = 5 # oldcsv (5, could be 45)
                                - Amarillo (721) province:
                                    - oil = 10 # oldcsv (10). Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - manpower = 1 # csv
                                    - victory points = 1 # was 0
                                - Corpus Christi (748) province:
                                    - ic = 5 # Was 1 (csv)         
                                    - rare_materials = 4 # oldcsv (4). Was 1 (csv)
                                    - oil = 47 # oldcsv (47) Corpus Christi bases. Was 2 (csv)
                                    - infra = 0.1 # csv (0.6) - 5
                                    - victory points = 11 # Pretty much all the Corpus Christi bases, really. Was 5.
                            - Arkansas:
                                - Little Rock (683) province:
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - rare_materials = 18 # oldcsv (18). Was 1 (csv).
                                    - oil = 23 # oldcsv (23)Was 1 (csv)
                                    - victory points = 6 # Was 1.     
                        - Midwest:
                            - North Dakota:
                                - Mandan (2683) province:
                                    - oil = 12 # csv (12)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 1 # csv
                            - Iowa:
                                - Des Moines (624) province:
                                    - ic = 4 # oldcsv (4)
                                    - energy = 84 # oldcsv (84)
                                    - manpower = 1 # oldcsv (1)
                                    - victory points 9 = # was 0
                                - Cedar Rapids (691) province: 
                                    - ic = 4 # oldcsv (4). Was 1 (csv)
                                    - victory points = 1 # was 0
                            - Missouri:
                                - Springfield, MO (688) province:
                                    - ic = 4 # oldcsv (4). Was 2 (csv)
                                    - energy = 28 # oldcsv(28). Was 4 (csv)
                                    - oil = 7 # oldcsv (7). Was 1 (csv).
                                    - infra = 0.1 # csv (0.4) -
                                    - victory points = 4 # was 0
                            - Wisconsin:
                                - Milwaukee (621) province:
                                    - ic = 9 # oldcsv (9). Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - victory points = 4 # Was 1
                                - Green Bay (623) province:
                                    - ic = 2 # oldcsv (2)
                                    - metal = 60 # oldcsv (60). Possibly that big iron range in the area?
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 12 # Was 0 
                            - Illinois:
                                - Springfield, IL (626) province:
                                    - ic = 3 # oldcsv (3). Was 1 (csv)
                                    - energy = 22.40 # oldcsv (224 % 10) Was 5 (csv)
                                    - victory points = 3 # was 0
                            - Michigan:
                                - Grand Rapids (617) province:
                                    - ic = 4 # oldcsv (4)
                                    - oil = 23 # oldcsv (23)
                                    - manpower = 1 # oldcsv (1)
                                    - victory points = 3 # was 0
                                - Marquette (622) province: 
                                    - metal = 47.20 #  oldcsv (118 % 40). Was 3 (csv). Local iron range?
                                    - infra = 0.4 # csv (0.5) - 1
                                    - victory points = 9 # Was 0
                                - Flint (2722) province:
                                    - ic = 7 # oldcsv (7)
                                    - victory points = 2 # Was 0                         
                        - Southeast:
                            - Tennesse:
                                - Knoxville, TN (642) province:
                                    - ic = 4 # oldcsv (4). Was 1 (csv)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - victory points = 1 # was 0
                                - Memphis (673) province: 
                                    - ic = 9 # oldcsv (9)
                                    - infra = 0.4 # csv (0.5) - 1
                                    - victory points = 3 # was 0 
                            - North Carolina:
                                - Raleigh (636) province:
                                    - ic = 2 # oldcsv (2). Was 1 csv (1)
                                    - infra = 0.3 # csv (0.5) - 2
                                - Charlotte (637) province:
                                    - ic = 4 # oldcsv(4). Was 1 (csv)
                                    - infra = 0.7 # csv (0.5) + 2
                                    - victory points = 2 # 5 levels of bases
                            - Mississippi: 
                                - Tupelo (6425) province:
                                    - infra = 0.4 # csv (0.5) - 1
                                    - manpower = 1 # oldcsv (1)
                            - Alabama:
                                - Tuscaloosa (2255) province:
                                    - ic = 2 # oldcsv(2). Was 1 (csv)
                                    - energy = 70 # oldcsv (70). No idea what, could be a big dam or something. Was 7 (csv)
                                    - metal = 60 # oldcsv (60). Was 6 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - victory points = 20 # Was 1
                            - Georgia:
                                - Savannah (646) province:
                                    - ic = 2 # oldcsv (2)
                                    - infra = 0.2 # csv (0.4) - 2
                                - Macon (647) province:
                                    - ic = 4 # oldcsv (4).  Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - victory points = 1 # was 0
                            - South Carolina:
                                - Charleston, SC (644) province:
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - infra = 0.1 # csv (0.5) - 4
                                    - victory points = 2 #
                            - Florida:
                                - Jacksonville (648) province:
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                    - infra = 0.2 # csv (0.4) - 2
                                    - manpower = 1 # oldcsv (1)
                                - Orlando (650) province: 
                                    - ic = 2 # oldcsv (2)
                                    - infra = 0.3 # csv (0.4) - 1 
                        - Northeast US:
                            - Kentucky:
                                - Lexington (640) province: 
                                    - ic = 2 # oldcsv (2). Was 1 (csv)
                                - Louisville (641) province: 
                                    - energy = 78 # oldcsv (78). No idea what is this.
                                    - manpower = 2 # oldcsv(2)
                                    - points = 10 # Was 2
                            - Indiana:
                                - Fort Wayne (613) province:
                                    - ic = 5 # oldcsv (5)
                                    - infra = 0.4 # csv (0.5) - 1
                                    - points = 1 # was 0 
                                - Indianapolis (627) province: 
                                    - ic = 6 # oldcsv (6). Was 1 (csv) 
                                    - energy = 85 # oldcsv (85). Was 1 (csv). No idea what is it.
                                    - oil = 10 # oldcsv (10)
                                    - infra = 0.4 # csv (0.4) - 3
                                    - points = 11 # was 0         
                            - Ohio:
                                - Cleveland (615) province: 
                                    - ic = 13 # oldcsv (13). Was 1 (csv)
                                    - infra = 0.3 # csv (0.4) - 1
                                    - manpower = 3 # oldcsv (3). Was 1 (csv)
                                    - points = 5 # was 0
                                - Toledo, OH (2685) province: 
                                    - ic = 4 # oldcsv (4)
                                    - points = 1 # was 0
                            - New York:
                                - Buffalo (612) province: 
                                    - ic = 7 # oldcsv (7). Was 3 (csv)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 4 # Was 3. Was 0. From csv resources.                         
                    - Canada:
                        - Eastern Canada:
                            - Nova Scotia:
                                - Halifax (579) province: 
                                    - energy = 10 # oldcsv (10)
                                    - infra = 0.1 # csv (0.4) - 3
                                    - points = 3 # Was 2. Was 0
                    - Mexico and Central America:
                        - Chihuahua:
                            - Ciudad Juárez (740) province: 
                                - ic = 2 # oldcsv (2)
                                - rare_materials = 27 # oldcsv (27). Was 1 (csv)
                                - infra = 0.3 # csv (no change)
                                - points = 5 # was 0
                            - Aguascalientes (744) province: 
                                - rare_materials = 13 # oldcsv (13)
                                - infra = 0.2 # csv (0.4) - 2
                                - points = 3 # Was 0
                 
                         
                                             
                         
                         
                         
                                 
                                 
            West_BOS.inc:
                - Lost Hills/San Luis Obispo (6125) victory points changed from 35 to 26 due no longer counting off-map  resources.
             
            White_Legs.inc:
                - Ely province (6138) victory points decreased from 6 to 3
                - Elko (6139) victory points increased from 3 to 4.
                - Battle Mounta (6142) victory points decrease from 9 to 6 (no longer counts off-map resources)
             
            The_Huns.inc:
                - Miles City (701) victory points are now 5 (Was 6)
                - Added Gillete (6212) data from province.csv.
             
             
            The_New_Churck.inc:
                - Added Texas CSV data
                    - Added data for all owned provinces which had nothing aside from ownership on scenario file.
                    - Houston province (716) data vps now 12 (was 13)
                        - Houston now has a level 1 landfort.
                    - Infraestructure nerf by dice roll on some provinces.
                 
            The_Under-Nation:
                - Bllings (705) victory points are now 30 (Was 32).
    
            The Vipers.inc:
                - Roswell (724) now has 16 victory points (was 17). Las Cruces(6177) now has 14 victory points (was 17)
                - Resource revamps:
                    - Las Cruces (6177) province:
                        - rare_materials = 12.29 # Scenario (9). + 3.29 rares (Pajarito Mountain Complex = 2.08 Rares total: 0.44 Y2O3 rares, 0.29 ZrO2 rares, 0.36 La rares, 0.04 Nb rares, 0.95 Ce Rares. Organ Mountains Wilderness = 1.07 Rares total. 0.28 Cu Rares, 0.37 Flourspar Rares, 0.38 Pb Rares, 0.04 Zn Rares. Galinas Mountains REEs = 0.14 10/100% REE rares). Was 13.58. Was 9. 
                        - manpower = 2 #  Now scenario (1) + Mescalero Apache Reservation. More in Las Cruces for balance reasons (1). Was 3. Was 1.
                        - victory points = 13 # Was 14.
                    - Roswell (724) province:
                        - energy = 51.02 #  Now its scenario (46) + Ogala Formation Uranium and Coal (0.93 2/5% U energy + 4.09 100% coal energy). Was 50.13. Was 46.
                        - metal = 11.23 # Was 10 (fantasy). Now is 10 + 1.23 (Capitan Iron Deposit)
                        - rare_materials = 8.52 # Scenario(6) + Stauber Mine(0.07 Cu rares) + Rialto Stock (2.45 80/100% Mo Rares). Was 9.14, was 6.
                        - oil = 12 # Was 5. Now 5 (fantasy) + 7 (previously on province.csv. Also fantasy AFAIK).
                        - infra = 0.3
                        - manpower = 5 # Was 4. Now is 4 + 1 (Mescalero Apache Reservation).
                        - points = 16 # Was 17. Was 15
     
            - Vault_City.inc:
                - Added province.csv data for Oregon and Idaho.
                - Fixed Vault City's VP points. From 37 to 35.
                 
            - vp.inc: File was full of VPs that didn't fit the way FODD adds Victory Points and they had to go..
                - Took out Newark province's (603) single VP point. 
                - Took out Washington DC (606) single vp point.
                - Took out Baltimore's (607) single VP point.
                - Took out Wheeling's (629) single VP
                - Took out Cleveland, OH's (615) VP point
                - Took out Fort Wayne (formely Buffalo's) victory point.
                - Took out Charllote (636) vp.
                - Took out Columbia, SC (619) vp. Formerly Indianapolis.
                - Took out Charleston, SC (644) vp.
                - Took out Yakima's (779) vp.
                - Took out Seattle's (780) vp.
                = Took out Two Sun/Tucson (730) vp.
                - Took out San Diego (741) vp.
                - Took out Los Angeles (762) vp.
                - Took out Sacaramento (764) vp.
                - Took out San Francisco (765) vp.
                - Took out Las Vegas province (734) victory point.
                - Took out a Salt Lake City (733) vp.
                - Took out Roswell (724) vp.
                - Took out Denver (707) vp.
                - Took out Portland (783) vp.
                - Took out Helena (2367) vp.
                - Took out Cheyenne (2677) vp.
                - Took out Kansas City, KS (792) vp.
                - Took out Oklahoma City (793) vp (was set originally to Tulsa)
                - Took out Dallas (715) vp
                - Took out Houston (716) vp
                - Took out San Antonio (717) vp
                - Took out Lafayette (680) vp. Was supposed to be New Orleans, not that it matters.
                - Took out Rapid City (787) vp
                - Took out Lincoln (789, was using Omaha label) vp
                - Took out Rochester (693, was using Minneapolis label) vp
                - Took out Minneapolis (2261) vp
                - Took out Springfield, MO (688) vp
                - Took out St. Louis (689) vp
                - Took out Saint Joseph (690, was labelled Kansas City) vp
                - Took out Milwaukee (621) vp
                - Took out Chicago (620) vp
                - Took out Des Moines (624) vp.
                - Took out Detroit (616) vp
                - Took out Knoxville (642) vp, Was labbed "Nashville".
                - Took out Jackson, MS (675) vp
                - Took out Mobile (678) vp
                - Took out Macon (647) vp
                - Took out Atlanta (670) vp
                - Took out Orlando (650) vp
                - Took out Miami (651) vp
                - Took out Pensacola (676) vp. Was labelled as Mobile
                - Took out Pittsburgh (614) vp
                - Took out Philadelphia (608) vp
                - Took out New York (602) vp
                - Took out Bufallo (612) vp
                - Took out Fargo (698) vp
                - Took out Boston (600) vp
                - Took out Vancouver (541) vp
                - Took out Calgary (797) vp
                - Took out Winnipeg (569) vp
                - Took out Ottawa (588) vp
                - Took out Toronto (589) vp
                - Took out Québec (574) vp
                - Took out Montréal (585) vp
                - Took out Tijuana (737) vp
                - Took out Ciudad Juárez (740) vp
                - Took out Monterrey (745) vp
                - Took out León de los Aldama (747) vp, Monterrey in the old map.
                - Took out 2 Mexico City/Cuidad de México (752) vps
                - Took out Puebla (753) vp
                - Took out Oaxaca de Juárez (754) vp, Acapulco in the old map.
                - Took out Villahermosa (755) vp
                - Took out Guatemala (757) vp
                - Took out Managua (539) vp
                - Took out San José (540) vp
                - Took out San Salvador (759) vp
                - Took out Tegucigalpa (760) vp
                - Took out Panamá (888) vp
                - Took out Balboa (889) 5 vps, labelled Colon in the old map.
                - Took out Havana/La Habana (654) 2 vps.
                - Took out Santiago de Cuba (657) vp. Was labelled as Guantánamo
                - Took out Guantanamo Bay Naval Base (894) vp. Was labelled as Santo Domingo
                - Took out Edmonton (796) vp
                - Took out Kingston (891) vp
                - Took out Concord (595) vp
             
            - West_BoS.inc:
                - Brotherhood now has 10 MP available (was 5). All the MP was moved from provinces to off-map, because a tight-knit organization like the Brotherhood would never serve their conquerors.
                - Off map resources no longer count as in-province VPs.
                - Lost Hills/San Luis Obispo (6125) province now has 25 victory points (was 35)
                - BOS off-map IC is now 20 (was 17)
     
    Last edited:
    • 2Like
    Reactions:
    FODD 2.5 Released!
  • Hi there! This has been time in the making, but the last three months and a few weeks have been quite a ride for me.
    This version was supposed to come out as 2.4.2, as a simple patch focused mainly on the new combat system, out in April or May, but between me getting a job (YAY!), the patch's scope increasing and Arcangelus giving me a lot of files with cool changes to fit with what I made, eventually this version outgrew what was the old 2.4.2 patch and instead became FODD 2.5. Lots of important work in this version, preparing the base and seeding the seeds for what I want in the future.

    I'm sorry for the delay, but on the plus side this is probably the biggest version I have delivered so far. I'm not one to toot my horn, but the changelog is HUGE.
    Furthermore, I was going to make a dev diary about the new features, but I decided to just publish it anyway. I can do it later, lots to talk about. I have a dev diary for after that one ready, funny enough.

    Hopefully the next version takes less time, we will see.

    One important change: The mod's soundtrack no longer comes together with the main mod file. This is because:
    1. Every version would come with the old soundtrack, hogging space. This saves space and bandwidth, now the compact file is not even 400mbs.
    2. Mod size would balloon immensely if I included the entire soundtrack with the mod file. The FODD Soundtrack is almost 2gbs in size, and it will increase in size soon. Plus, this way, if you ever need to reinstall the mod and already have this soundtrack, you can just use the files you already have.

    Checksum: VLPK

    Main Mod File (2.5).
    Main Mod File on ModDB.
    This download file is a rar file. Extract this archive into the Mods folder of your Darkest Game installation. Does not include the FODD Soundtrack, it is a separate download.

    FODD Soundtrack v1.0.
    FODD Soundtrack v1.0 on ModDB.
    This optional download file is a rar file. Extract this archive into the folder of your latest FODD mod folder. It contains numerous music files, among them OSTs for all Fallout games (Fallout/Fallout 2/Fallout Tactics/Fallout 3/Fallout New Vegas/Fallout 4/Fallout 76), as well as other files. Thanks to Kill_Tactician on the FODD Discord for the files.

    Code:
    Changelog 11-09-2022 FODD v2.5
    
    ai
        - CZE_opener.ai:
            - New file by Arcangelus.
            - Comparisons to CZE.ai:
                - Meant to be a file that lets the Spiders focus and prepare for later war
                - Higher max_front_ratio than the normal CZE.ai file (2 vs 1.2)
                - Less prone to war (5 vs 20)
                - Starts only attacking Manitou Tribes and Nuka Cola
                - Has less tech sharing embargoes (probably not all that necessary in this file)
                - Does not ignore Weak Garrison, Early Garrison, improved Garrison and Advanced Garrison techs (Redudant due to being unresearchable? Find out)
            - Spiders no longer produce marine/Irregular units, only d_rsv_36/Spiders, as Spiders will now be their own type of unit.
        - CZE.ai:
            - Spiders no longer produce marine/Irregular units, only d_rsv_36/Spiders, as Spiders will now be their own type of unit.
            
    
    config:
    
        event_text.csv: 
            - "Start of game - The Proud 16th" (10106): Updated descriptions to account for the 16th's vehicles being locked.
            - EVT_16027_NAME (The Passing of Sambor): Corrected the description on the Brotherhood schism to be lore-accurate.
            - Event 183012: Corrected "Leave that dream die" for the second action to "Let that dream die". Literally unplayable.
            - EVT_16004_DESC (Code of the Brotherhood): Fixed wrong lore that says a Maxson descendant has ALWAYS led the Elders. This is not the case, as the rule of Rhombus after Fallout attests to. Now it says "often".
            - EVT_16008_DESC "Dissent Within the Brotherhood": The text about the involving the Schism between Lost Hills and the Midwestern Chapter is wrong. I'm not sure if whoever typed it (Sword?) was deliberately playing with the Brotherhood's bad grasp on history or if it was a fanon adaptation of what happened in FOT. Now everything is canon-compliant.
            - EVT_16009_DESC "The Brotherhood Holds Talks": Event account better for the concept the Brotherhood doesn't recruit outsiders.    
            - EVT_16029 (Brotherhood Bunkers Today): No more mention of "recruits", the Western Chapter doesn't "Recruit". 
            - EVT_16029_DESC "Brotherhood Bunkers Today": Description was wrong in order of lore, it made it look like the Schism of the Brotherhood happened after the NCR closed bunkers, when it happened before in the lore.
            - EVT_16030, EVT_16032, EVT_16036, EVT_16039, EVT_16042, EVT_16044, EVT_16048, EVT_16050, EVT_16054, EVT_16056, EVT_16060, EVT_16062, EVT_16066, EVT_16068 (Hub/Redding/Pioneers/Shi/Arroyo/New Reno/Den Accepts Status Quo events): Role of recruits diminished in bunker benefit descriptions.
            - EVT_16023_DESC (The Lost Vaults): No more mention of recruits as in outsiders joining the Brotherhood.
            - Added new names, descriptions and actionames for the new events 16210 through 16220
            - EVT_40122_NAME (Activity in Delano Peak), EVT_40123_NAME (Conqueror's Tragic Card) and EVT_40124_NAME    (Meet Conqueror) : All in-game references to Delano Peak changed to Mount Fitzpatrick or Afton due to the location change of X_Marks_The_Point_Beta.
            - The following was done by Arcangelus:
                - Fixed uncapitalized EE_OIL_POOL;fusion cells stockpile increased with %d.; is now EE_OIL_POOL;Fusion cells stockpile increased with %d.;
                - EVT_1014_DESC (Inherit Kansas Tech Teams): Was wrongly talking about contact and control over branches of government in Necropolis, when it should be Kansas.
                - Added new action and event descriptions for Wannamingo Dawn.
                - "Desperate Broadcast" event: Minor change in The States' event. Dark Cathedral can now hear the Broadcast and mock it.
                - New description for new event "Unexpected Help".
                - New action names for improved ACE Production.
                - New description for Robot Nation name change.
                - Event texts and descriptions for Under-Nation slave raids.
                - "Stalemate" now talks about Junker demands not claims. 
                - New description for "The Bacchus Cult" event.
                - New descriptions for new Commonwealth events
                - New action for following Caesar's choice in the Final War
                - Fixed mispellings in:
                    - EVT_1010_DESC.  
                    - EVT_1011_DESC and EVT_1012_DESC. Travelling to Traveling (althroug that's not an actual typo, its two LLs in british english)
                    - EVT_1028_DESC (Harold speaks on Gecko): Harold no longer call the people of Vault City "rascist" (whatever that is, can't be good) nor sends "emmissaries" (literally unplayable)
                    - EVT_1231_DESC (Kurtz Returns): Guerrilla replacing Guerilla. Blame english being inconsistent.
                    - EVT_2002_DESC (One Ghoul Nation - Necropolis): No longer "relatiate" against any agression, but "retaliate".
                    - EVT_3001_DESC (Restoration): Independent, not Independant.
                    - EVT_3008_DESC (Final Decision is Alliance): Independance fixed to Independence.
                    - EVT_5001_NAME: "Viva Méjico!" replaced by "Viva México!". This is actually not a mispelling but a spelling difference. Both Méjico and México are right. Spanish seems to consider X with the J sound as an arcaism for the most part, but in Mexico and Latin America they retain this, especially for place names like México or Oaxaca. Arcangelus probably changed to this form because he knows its the one used in Mexico. Huh, you learn something new every day, from the strangest places.
                    - EVT_10011_DESC (Hub Says Never to Closer Ties): "independant" replaced by "independent".
                    - EVT_14002_DESC (Broken Hills Mining Town): "Independent" not "Independant". Literally unplayable.
                    - EVT_16074_DESC (Experimental Combat Implants): "Impants" fixed to "Implants"
                    - EVT_16080_DESC (Wanamingo Mine Cleared): "Occured" is now "Ocurred".
                    - EVT_20003_DESC (The Master's Genius): "Artefact" changed to "Artifact". Funny enough, this is not a mispelling, but a British English vs American English difference. Letting the correction stay anyway, because it doesn't make much sense for mutants in the US to be using The Queen's English.
                    - EVT_22001_DESC (I, Robot): René Descartes name is properly spelled now, the accent caused some glitch when saved, it seems.
                    - EVT_22010_DESC and EVT_22013_DESC: "Miltary decrypt" fixed to "Military Encryption".
                    - EVT_24008_DESC (Quebec Nationalism): "Independence" not "Independance".
                    - EVT_24014_DESC (Dark Decision): "emissaries" not "emmissaries"
                    - EVT_CF_D (Our future): "industrialized" not "industrialised".
                    - EVT_25009_DESC (Increase Industry): "specialized" not "specialised".
                    - EVT_25016_DESC (Need to do Something): "organize" not "organise"
                    - EVT_25017_DESC (Patrols into Shaft 27): "accommodation" not "accomodation"
                    - EVT_25018_DESC (Battle in Chamber 27-A14) "desperately" not "desparately". "coordinating" not "co-ordinating". The later is just a British vs US Spelling issue.
                    - EVT_25019_DESC (Down Into the Sinkhole) and EVT_25022_DESC (Wanamingos Everywhere!): "coordinated" not "co-ordinated". Just a British vs US Spelling issue.
                    - EVT_28045_DESC (Weapons Cache - Robots): "Miltary decrypt" fixed to "Military Encryption".
                    - EVT_STALL_D (Stalemate): Fixed a few mispellings, such as "diferent" instead of "different", "adition" instead of "addition".
                    - EVT_DMD2_D (Junker demands): "Offer" should be plural "Offers"
                    - EVT_45005_DESC (Questions): Travelled to Travelled (not actual typo, just British English to US English)
                    - EVT_45032_DESC (Sneak to Frian): Pumelling not Pummelling.
                    - EVT_46009_DESC (The Two Faces of Darkness): "oppresive" corrected to "oppressive".
                    - EVT_46011_DESC (Technology Capture Failure): "Artefact" changed to "Artifact". Funny enough, this is not a mispelling, but a British English vs American English difference. Letting the correction stay anyway.
                    - EVT_48002_DESC (Hell Spawn): "fuelling" corrected to "fueling".
                    - EVT_49001_DESC (Secret Desert Base): "travelling" corrected to "traveling". "camoflaged" corrected to "camouflaged".
                    - EVT_26001_DESC (The Reavers): "worshipped" corrected to "worshiped"
                    - MAD_INTRO_D (Welcome to the Jungle):"splendour" corrected to "splendor" (not a real typo tho). "litle" corrected to "little"
                    - EVT_PALC_D (The conquest of Palenque): "clamouring" changed to "clamoring", "that nature" to "this nature", "mean" to "require".
                    - EVT_nuka_D (The Pre-War Era): "in" changed to "by".
                    - MOR_BJD_D (God's calling): Added proper "".
                    - BC_INTRO3_D (Commonwealth Provisional Government): "measure" changed to "measures"
                    - ACT_DBC_1: "The Minutemen Rise" instead of "The minutemen Rise"
                    - BC_DK_D (The Dark Cathedral): "west" bank corrected to "east"
                    - FO_EVT_104018_DESC (Caesar's Choice, The Die is Cast): "Independent" not "Independant". Literally unplayable.
                    - FO_EVT_104079_DESC (Trade Guilds of Hub Decide): "Independent" not "Independant". Literally unplayable.
                    - FO_EVT_104307_DESC (The Institute Dissects the Issue): "Analysis" not "Analysits".
                    - FO_EVT_104315_DESC (Nuka-Cola Company Goes Along): "Couldn't" not "Could't"
                    - FO_EVT_104317_DESC (Quebec Just Wants to be Free): "neighbors" not "neighboors"
                    - EVT_HS2_D (Search party): "exciting" not "exiting", no one is leaving in this case.
    
        famous_quotes.csv:
            - Removed a few quotes too big for the field.
            - Fixed some quotes.
            - Fixed an issue with authorship of quotes in non-english languages.
            - Added a few new quotes.
    
        mods.csv:
            - EQ_TANK_DESTROYER = Power Armor (was Tank Destroyer). Power Armor will now show up in the equipments of units and the tracker. Now you can see how many suits of Power Armor you cracked like eggs.
            - EYR_EQ_TANK_DESTROYER = PWR.AR (Was SP AT)
            - EYR_EQ_FLOATPLANE = Beasts
            - EQ_FLOATPLANE = Beasts. Beasts and creatures of all types will now show up in the casualty tracker. So you can now know how many dogs, deathclaws, floaters, centaurs and other non-human creatures you killed in combat. Don't cry to me if some guy in a Hero attachment shows up saying you shot his doggo, tho.
    
        province_names.csv: 
            - The following was done by Arcangelus:
                - A few province renamings:
                    - "Florida Strait" now called "Bahamas' Shores"
                    - Province 2578 is now called "Cuban Coast".
                    - Province 4116 is now called "Panamanian Coast Coast". Name also translated to Spanish by Arcangelus.
                    - Province 4248 is now called "Massachusetts Bay". Name also translated to Spanish by Arcangelus.
                    - Province 6575 is now called "Capital Sea". 
                    - Province 6576 is now called "Long Island Sound". 
    
        scenario_text.csv: 
            - Added Dark Cathedral, now that its selectable by the start.
            - "Western Brotherhood of Steel" no longer has the "Western" qualifier. Its just the Brotherhood of Steel now.
            - Description of the Midwestern Brotherhood changed: Now more lore-accurate regarding Fallout Tactics, Eastern replaced with Midwestern.
            - Many descriptions remade to better account for Fallout Tactics' plot and replace "Eastern" with "Midwestern" for the Midwestern Brotherhood of Steel.
    
        text.csv: 
            - Added name and description for two new Minister Personalities:
                - Fair Inquisitor and Exemplary Star Paladin.
            - The following was done by Arcangelus:
                - Blue Emu dificulty is now indeed called Blue Emu.
                - Fixed mispellings in "The Prophet", "Leader of Quebec", "Institute Director", "Boston's Joint Council" and "Man of the Hour" mininster personality descriptions.
    
        unit_names.csv:
            - Added R Sub SNAME_NUCLEAR_SUBMARINE for Robotic Submarines.
            - Redid the file entirely, based off the current DH Full 1.05.1 vanilla unit_names.csv. The old file was ancient, from the days of Armageddon.  
            - "Mutants" division will now be called "Super Mutants". Why? Because "Mutants" is too generic, while "Super Mutant" is the name of the race. All Super Mutants are Mutants, but not all Mutants are Super Mutants. If every mutant is super, no mutant is. Those are the SUPER Mutants, The Master's Chosen Ones, also it sounds more imponent when you say it like that.
            - Fixed "Supermutants" to "Super Mutants". Literally unplayable.
            - Added a bit more to the Super Mutant long description.
            - Power Armor now uses the D_RSV_33 name rather than PARMOR. Best to keep close to how vanilla does it.
            - Fixed BRIG_MODEL names for Energy Weapons, they were mixed up. Now they correspond to the models.
            - Adjusted Wanamingo model line to account for the new Evolved Wanamingos. 
            - Corrected "Wannamingo" to "Wanamingo". Literally unplayable.
            - Added new units: Evolved Wanamingos, Spiders and their models, with correspondent short and long descriptions.
    
        world_names.csv: 
            - ITA/West BoS is now called Brotherhood of Steel. I never liked that lame name, the Lost Hills chapter is THE Brotherhood of Steel.
            - SPA/East BoS is now the Midwestern BoS. This was an ancient holdover from the pre-Bethesda days, nowadays the Eastern Brotherhood is the one in the East Coast, the one in FO3 and FO4. Bethesda calls them the "Chicago Chapter", but I think that the Chicago Boys are too divergent to go around calling themselves a mere chapter.
            - The following was done by Arcangelus: 
                - Arcangelus translated some nation names to Spanish.
                - Persia tag renamed to Permafrost.
                - NROM is now called New Republic of Mexico
                - Less nations called with the prefix "The" before the name (honestly that annoyed me too - Slaughter)
                - Former USA renamed to "The States"
                - Added proper names for all Commonwealth outcomes, including a few not in the game yet.
    
    
    db:
        credits:
            - Added the following people to the credits. If you know someone I forgot or you helped the mod in some way and I forgot, remind me so I can add said person to the credits.
                - Achul
                - IllyaTokar
                - Norgath
                - Justice for Cordreanu
                - Zachwave
                - peony
                - Kill_Tactician
                - qer
                - Nick3210
    
        country.csv:
            ITA (West BoS):     Now uses LightBrown (which is actually a shade of blue similar to that of the Brotherhood's emblem), was Brown color (actually Brown).
    
        events.txt:
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
    
        leaders.txt:
            - Added Boston.csv to the leader files. File already existed but it was not listed here yet and therefore not active.
    
        misc.txt:
            - SEVERAL changes to misc.txt, mostly to bring it closer to DH standards, while still being different and not just copying vanilla DH Full mindlessely. Those modifiers are ancient, and we have better knowledge now.
    
            # Used change TAG on coup logic. 0 - Compatibility mode (check only for regular_ID match), 1 - Darkest Hour mode (using coup = { } list in revolt.txt and apply extra validation checks)
                1 #0
            # IC Non-National Province Multiplier
                0.4 # Was 0.6 (changed to get closer to vanilla, also anti-expansion measure)
            # IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
                0.2 #Was 0.4  
            # TC Naval Division Load Multiplier
                2.0 #Was 3.0 #0.3333 (I don't see why naval had more load than air divisions)
            # TC Load from partisans
                10.0 #Was 6.0 #12.0 (more than before, less than vanilla. Let's see how it goes)
            # Land Units - fuel consumption modifier when in combat or in bombardment
                1.25 #Was 1.1 #1.0 (same as vanilla to use more supplies)
            # Air Units - supply consumption modifier when in combat or in bombardment
                1.5 #1.1 #1.0 (same as vanilla to use more supplies)
            # Air Units - fuel consumption modifier when in combat or in bombardment
                1.5 #1.1 #1.0 (same as vanilla to use more supplies)
            # Naval Units - supply consumption modifier when in combat
                1.5 #1.1 #1.0 (not the same as vanilla, but the same as air units)
            # Naval Units - fuel consumption modifier when in combat or in bombardment
                1.5 #1.1 #1.0 (now matching supply consumption when in combat)
            # Days between diplomatic missions in a country. Do not use fractions
                15 #8 #8 (diplomatic blitzes take longer now)
            # Added belligerence on manual claims removal for every not owned province. Does not apply for owned by an enemy province or when claims are removed via event command.
                -0.1 #0.0 #0.0 (it should decrease because its the reverse of adding claims)
            # Air dogfight XP gain factor
                5.0 #1.5 #1.5 (increased to vanilla ammount because it makes dogfights give lots of XP)
            # Lowest unit str. for attrition losses. Units with strength equal or lower then THIS will stop receiving attrition damage. Values above 0.0 prevent unit destruction by attrition. [0.5 = 0.5 STR, 100.0 = 100.0 STR etc.]
                0.1 # 0.0 (units cannot be destroyed by attrition anymore, but they will get pretty close)
            )        
            # Combat Modifier: Multiple Combat Mod
                -0.4 # -0.5 (did this to nerf multiple combats a bit, but still higher than the vanilla value)
            # Combat Modifier: Envelopment Mod (for each attack direction above one)
                -0.05 # -0.1 (Envelopments were too powerful before, now you need to surround a unit from a lot of provinces)
            # Combat Modifier: Encircled Mod (for completely surrounded units)
                0.25 # Based on Liddle Hart theories, surrounded units fight even harder for their life # -0.1 
                (surrounded units were pretty much dead in FODD, especially because this modifer was stacking with envelopment to completely kill surrounded units stone cold dead. To equal the envelopment and surrounded percentages, you need to one attack direction above one, so six provinces, and to surpass it, seven. Very rare)
            # Air unit - STR damage modifier vs entrenched Land units (modified by current entrenchment level). Applies for entrenchment values equal or above THIS [actual damage = original damage * THIS / level of entrenchment]. Lower THIS to reduce STR damage taken by entrenched Land units.
                4.0 #2.0 #2.0 (just doubled the STR damage against entrenched land units, but still lower than vanilla for testing reasons. They pretty much didn't feel air attacks under entrechment, and that was silly)
            # Land vs. Air - Org dmg lower limit - Air units attacking land units will stop receive ORG damage when ORG drops to or below this absolute ORG value
                0.0 #10.0 #10.0 (I see no good reason why air units should stop receiving ORG damage when they reach 10% org)
            # Navy vs. Air - Org dmg lower limit - Air units attacking naval units will stop receive ORG damage when ORG drops to or below this absolute ORG value
                0.0 #10.0 #10.0 (same as above)
            # Air vs. Province AA - Org dmg lower limit - Air units attacked by province AA during bombardment will stop receive ORG damage when ORG drops to or below this absolute ORG value
                0.0 #10.0 #10.0 (the whole point of AA is to make the enemy planes go away and stop attacking)
            # Land vs. Air - Str dmg air units takes from land units will increase by land unit org/ this value [multiplier] when THIS > 0.0. Ignore this modifier when THIS = 0.0. Use it as multiplier [current org / max org] when THIS = -1.0.
                -1.0 #25.0 (I like this, it makes org more important and air units stronger vs land units)
            # Land vs. Air - Org dmg - Increasing this value will increase the org dmg air units takes from land units [multiplier]
                0.1 #0.003 (increased org damage to air units against land units in order to balance the next change)    
            # Land vs. Air - Str dmg 2 - Increasing this value will increase the str dmg air units takes from land units [multiplier]
                0.10 # 0.2 (decreased it to make air units stronger, might increase it to 0.15 in the future)    
            # Land vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes in battle with other land units [multiplier]
                0.039 #0.045 #0.039 #0.6 (to make battles last longer, align to vanilla and compensate for some changes I'm going to do in the future. Also undoing some changes I once made. Heck, I might make tweak further down)                        
            # Land vs. Land - Org dmg in Urban provinces [(0.0 = no Org dmg) to (1.0 = no effect)] - Increasing this will increase ORG damage land unit takes in battle with other land units in Urban provinces. Applied as to both sides [multiplier]
                0.65 #0.5 #0.6 #1.0 (urban combat is messy and chaotic. Its 0.05 higher than the vanilla value to account for small units fighting in immense pre-war ruins)
            # Land vs. Land - Str dmg - Increasing this will increase STR damage land unit takes in battle with other land units [multiplier]
                0.0175 #0.03 #0.0175 #0.1 (undoing some changes I made which may have caused lots of casualties in combat)
            # Air vs. Land - Str dmg - Increasing this will increase STR damage land unit takes from air units [multiplier]
                0.1 #0.25 (from 25% to 10% multipler, to prevent my buffs to air units making them too cheesy)
            # Navy vs. Air - Str dmg - Increasing this will increase STR damage air unit takes from naval units [multiplier]
                0.1 #0.04 (increased multipler but still lower than vanilla's 0.2)
            # AA to Air - Org dmg - Increasing this will increase ORG damage an air unit takes from province AA [multiplier]
                2.0 #0.0 (increased to make province AA less useless, but still lower than vanilla values)
            # AA to Air night modifier. 1 – no change, 0 – no attack, 0.5 – 50% effectiveness and so on
                0.3 #1 (aligned to vanilla values)
            # AA to Air night modifier. 1 – no change, 0 – no attack, 0.5 – 50% effectiveness and so on
                0.3 #0.5 #1 (alignation to vanilla values, also making night more important)
            # Nukes: Max STR damage (as percentage of current STR) to friendly units (except for the bomber unit that drops the nuke). 0.0 - no damage to friendly units, 1.0 - take damage as any other unit. [multiplier]
                0.6 #1.0 (more than vanilla, less than before)
            # Nukes: ORG damage (as percentage of current ORG) to friendly units in province (except for the bomber unit that drops the nuke). 0.0 - no ORG damage to friendly units, 1.0 - 100% org damage [multiplier]
                0.6 #1.0 (more than vanilla, less than before)
            # Organization regain bonus for units on friendly soil. It depends on infra and is capped (see below) (infra*2 + THIS <= cap). [0.0 = 0%, 1.0 = 100%]
                0.1 #0.0 (same as vanilla, because it makes sense. Might make it a little too easy to get more org, but then again I've been planning to nerf morale and org for a while)
            # Organization regain bonus for units on friendly soil cap.
                1.3 #1.2 (synched with vanilla for testing reasons)
            # ORG regain [all] - Frozen weather effect. Multiplier
                0.8 #1.0 (synched with vanilla. I like this)
            # ORG regain [all] - Raining weather effect. Multiplier
                0.9 #1.0 (synched with vanilla. I like this)
            # ORG regain [naval] - Out of fuel modifier. Used when out of fuel. Multiplier
                0.8 #1.0 (makes sense)
            # ORG regain [naval] - Out of supplies modifier. Used when out of supplies. Multiplier
                0.6 #1.0 (makes sense. Using vanilla values for now)
            # ORG regain [naval] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Multiplier
                3.0 #0.0 (synching with vanilla for now)
            # ORG regain [naval] - At sea modifier. Used when not in a naval base. Multiplier
                0.8 #1.0 (makes sense)    
            # ORG regain [air] - Out of fuel modifier. Used when out of fuel. Multiplier
                0.6 #1.0 (makes sense. Same as vanilla for now)
            # ORG regain [air] - Out of supplies modifier. Used when out of supplies. Multiplier
                0.8 #1.0 (makes sense. Same as vanilla for now)
            # ORG regain [air] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Set to 0.0 to ignore. Multiplier
                3.0 #0.0
            # ORG regain [air] - Out of airbase modifier. Used when not in airbase. Multiplier
                0.1 #0.0 (makes sense. Using vanailla modifier now, might lower it to 0.05 in the future)
            # ORG regain [army] - Out of fuel modifier. Used when out of fuel. Multiplier
                0.9 #1.0 (makes sense. Same as vanilla for now)
            # ORG regain [army] - Out of supplies modifier. Used when out of supplies. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative
                0.6 #1.0 #1.0
            # ORG regain [army] - Moving modifier - Used when the land unit is moving (not retreating!) to another province. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative (and not out of supply)
                0.0 #-0.02 #0.0 (for now, units will not gain or lose org while moving anymore. I find it far better than having a 0.1 multiplier when moving or a penalty as before. If you want to re-organize, stay still. Subject to change)
            # ORG regain [army] - Retreating modifier - Used when the land unit is retreating. Set to 0.0 to ignore. Multiplier
                0.8 #1.0 (same as vanilla. Might lower it to 0.7 in the future)
            # Night hours during winter - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
                14.0 #0.0 (I thought this was on by default! Now this should make people pay attention to weather and time more)
            # Night hours during spring and fall - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
                12.0 #0.0 (I thought this was on by default! Now this should make people pay attention to weather and time more)
            # Night hours during summer - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
                10.0 #0.0 (I thought this was on by default! Now this should make people pay attention to weather and time more)
            # Recalculate land units arrival times when not in combat (for units not in "Sync. arrival time" mode). 0 - Disabled, 1 - recalculate each hour, 2 - recalculate once on 2 hours and so on.
                1 #0 (same as vanilla, makes sense)
            # "Synchronize arrival" time modifier - Players only! (Stack arrival time = slowest unit move time * THIS).
                2.0 #1.0 (same as vanilla. Also, giving AI a little advantage over players)
            # Movement speed modifier to land units in combat
                0.25 #1.0 (logical, obviously a land force in combat can't advance as fast as a bunch of men who are merely marching forwards to a destination with no real resistance. Before, this was resulting in a lot of prolonged combats that ended with the winners almost instantly popping up at the province they won over)
            # Movement speed modifier to land units in bombardment
                0.6 #1.0 (aligning with vanilla. However, vanilla uses 0.7 and I decided to use 0.6. Why? Because infraestructure in the wasteland is worse, its harder to shelter from air attacks with wasteland tech and I want to make air strong and more important)
            # Land units speed modifier for units out of supply (ignored for retreating units!). speed = speed * THIS.
                1.0 #0.1 (aligned with vanilla. Being out of supply should't make your units slow down to a crawl - you can still march, supplies just aren't coming in anymore. Especially infantry. Vehicles have out_of_fuel_speed for that)
            # Land units speed modifier for units containing at least one division with ORG less then 1% (ignored for retreating units!). speed = speed / THIS.
                1.0 #2.0 (synched with vanilla. Just because one division is disorganized, it would't mean the entire unit slows down. Subject to change.)
            # Movement time modifier for fuel consuming land and air units when out of fuel (ignored for retreating and AI controlled units!). Higher THIS value is, longer the arrival time will be. Use 1.0 to disable this.
                1.0 #3.0 (disabled because out_of_fuel_speed stat is a thing for divisions now, so I can make every unit lose speed individually. Also, this could lead to strange things, like a bunch of walking infantry with an energy weapon bridage walking slower because they are out of fuel/energy cells - just because my laser rifle is out of charge doesn't mean I march slowly. Similarly, I'm not adding a default speed for out of fuel units, unlike vanilla, because that may lead to sillyness of a similar sort)
            # Apply air and naval unit's range limits on missions to Areas and Regions. 0 = Disabled, 1 = Enabled, 2 = Enabled for AI countries too (Not recommended!!!)
                1 #0 (logical change, also synchs with vanilla)
            # Chance to target divisions with no ORG left in land combats. Valid values: 0 (0%) to 100 (100%)
                20 # 75 #100 (changed from 75 to 20. Vanilla uses +10%. I think this, combined with weirdness from the vulnerability values, was leading to too many units being killed mid-battle. I still want this to remain a bit higher for testing, and also the possibility of just Human Waving the enemy's numbers. Subject to change)
            # Screen or Capital ships targeting in naval combats. -1 : Use both fleets positioning;  >0 : Use a random number up to (THIS-1) and compare it to other fleet's positioning (target capital ships if positioning is lesser)
                -1 #100 (synched up with vanilla for now. Seems more logical)
            # Min. Softness for a land division, including added by brigades.
                1.00 #20.0    #0.0 (I see no place for such a limit. FODD combat will tend towards harder and harder units in the future, and lowering softness through armor and vehicles shall be more mportant. I'm leaving at 1 to prevent any possible inanity)
            # ORG modifier for land units after naval transportation. [ORG = ORG * THIS]
                0.30 #0.2 #0.5 (increased to make transporation more worth it, but its still lower than the vanilla 0.35)
            # _MISSION_GROUND_ATTACK_
                0.1    # Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission # 0.0 (increased because it makes sense a ground attack would damage the organization of a unit as well)
                0.8    # Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission # 1.0 (decreased due to other air buffs elsewhere, may make air units too strong)
            # _MISSION_INTERDICTION_
                0.8    # Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission # 1.0
                0.1    # Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission # 0.0 (increased because it makes sense, but the value is lower than in vanilla     (0.2) same as ground attack but flipped, because this one makes interdicition stronger. Its balanced this way)
            # _MISSION_AIR_SCRAMBLE_
                0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0 #1.0 (makes sense that scrambles would be underpowered, its a fast plane take-off with little or zero preparation)
            country = {
                # Ground Defense Efficiency
                    0.5 #0.8 (GDE will now start at 0.5 or 50%, and increase 10% every doctrine tech. For now, we have Organized Warfare + Four Doctrine techs, so every tech will mean a 10% increase. This also means that all doctrines will be symetrical, GDE-wise... for now. Subject to change, especially when I do a big doctrine revamp.
                    ) }             
            trade = {        
                # Wartime Desired Stockpile multiplier - multiplier on the Desired Stockpile for all resources and supplies when at war
                    1.2 #1.0 (align with vanilla. Also should result in better stockpilling for AI, I think?)
                # Percentage of produced money that can be traded away by auto-trade (used for players and AI countries)
                    0.5 # 0.20 (this should help AI economies... in theory)
                # Merge trade deals. 0 = do not merge, 1 = merge all active trade deals except those that cannot be canceled.
                    1 #0 (aligns with vanilla)
                # Should puppets send supplies and money to masters. 0 - disabled; 1 - send only supplies when above critical stockpile * MULT (see below) ; > 1 -send supplies + money (when more then this value);
                    50 # 1 # 0 (aligned with vanilla)
                # Puppets max pool for oil, energy, metal and rare materials - give all above this value to the master. Use negative number to set max pool as a percentage of the critical stockpile (for example -1.2 sets the max pool to 1.2 * critical stockpile)
                    -1.2 #2000 #1000 (this makes more sense, adjusting the pool for the puppets' needs rather than an arbitrary number like 2000)    
                }
            ai = {
                # Max. serial line depth for production of Garrison and Militia units. Valid values: 1 - 99
                    10 #2 #1 (having it be 2 may have been crippling some nations)
                # Do not start producing any new units when currently available MP is less then THIS * MP required for reinforcements of existing units and the country is at war. Using 0.0 effectively disables this parameter
                    0.5 #0.0 (Interesting parameter, added it because the AI should stop cranking units and start reinforcing existing ones when its running out of manpower. Same value as vanilla.)
                # Do not start producing any new units when less then THIS MP is available in the pool
                    1.0 #5.0 (many nations have small manpower pools and often lose MP to frequent slaver raids. This change may strengthen some minors)
                # Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled). Enabling this will encourage AI to build more IC when this ratio is exceeded.
                    0.6 #1.0 (making it higher than vanilla's DH 0.25, but not 100% so the AI might have some IC left. Subject to change. This might fix the issue that the AI appears to simply build units until it no longer can, resulting in one-province minors with huge armies and low manpower and supplies. Subject to change)
                # AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 = doubled cost. Note: Demand territory and Trade deals are for free.
                    0.6 #1.0 #0.6 (might make AIs more interested in alliances)
                # Force puppets to join their master's alliance when master is at war and AI Neutrality is lesser then THIS. Checked daily.
                    150 #200 #0 (align to vanilla)
                # AI unit power calculation [used to calculate attack/defence odds] - usage of current STR and effective ORG in the calculation for land units: 0(old) - [(effective_ORG*3 + STR)/4], 1(new) - [(effective_ORG*STR)]
                    1 #0 (synched with DH Full. Hopefully it leads the AI to calculate attack and defense odds better) }
            mod = {        
                # Switched AI files logger (SwitchAI.txt): 0 - Disabled, 1 - Enabled.
                    1 #0 (Arcangelus change, its a good idea and could be useful)    
                # Extra rebel bonus for mountain terrain
                    4 #0 (same as vanilla now)
                # Extra rebel bonus for hill terrain
                    2 #0 (same as vanilla now)
                # Extra rebel bonus for forest terrain
                    3 #0 (same as vanilla now)
                # Extra rebel bonus for jungle terrain
                    4 #0 (same as vanilla now)
                # Extra rebel bonus for swamp terrain
                    2 #0 (same as vanilla now)
                # Extra rebel bonus for urban provinces
                    2 #0 (same as vanilla now)
                # Distance calculation model. 0 - use the old, map based calculation (slower and incorrect); 1 - use real world distances from airdist.tbl (based on distances.csv) and navaldist2.tbl files
                    1 #0 (thanks to Arcangelus, our map is better than ever and now using the new distance calculation model. Praise Arcangelus!)    
        navynames.csv:
            - West BOS now has its own fleetnames and no longer uses Italian fleetnames.
    
        Province.csv: 
            - The following changes were made or based by/on Arcangelus, but some are mine as well:
                - Lots of provinces lost infraestructure that they should't have (I ported all infra to scenario files, but forgot to eliminate those from here).
                - You can now navigate from the Great Lakes to the Atlantic Ocean through Canada. A long-awaited feature is now a thing. 
                - Thanks to Arcangelus' feat of connecting the Great Lakes to the wider ocean, many provinces gained new seazones, ports and beaches. This also prompted many changes to this file.
                - 564  # Fort Chimo no longer has a beach.
                - 565  # Sault Sainte Marie, ON Allows Port. New seazone (3006). Port XPos now 7595. Port YPos now 2320
                - 571  # Allows Port. New seazone (3006). Port XPos now 7225. Port YPos now 2140.
                - 574  # Québec Had 40 Infra in the CSV file when it was supposed to have 50 in the scenario file, giving it outragerous amounts of infra. Fixed.
                - 575  # Nain. Took out 30 infra that didn't belong. 
                - 576  # St. John's. Took out 40 infra that didn't belong. Took out a bunch of resources that I already had added to the scenario file.
                - 578  # Charlottetown has more Infra than it should and +2 energy than it should have in the OG province.csv file, Arcangelus fixed it, actually. Now I'm putting it back fixed.
                - 579  # Halifax had 40 infra that it didn't need in the older version, and 3 energy and 1 IC I added to the main file (must have missed it in first pass)
                - 580  # Fredericton had 40 infra that should't have been there in the old file, and 20 in Arcangelus' version. Plus, I think I missed a manpower point. Removed the infra, added the MP (it was probably something I overlooked, but that part of the world needs more resources anyway). 
                - 581  # Saint-Pierre. Took out 40 infra that did not belong.
                - 583  # Portland, ME. Added 2 metal from the new file, ported this to scenario.csv.
                - 585  # Montreal. Was Quebec. Old file still had the following content: 70 INFRA, 4 IC, 1 MP, 5 rares. Deleted it all, that should not have been there in the first place any longer.
                - 588  # Ottawa. Just using the old file again.
                - 589  # Toronto. Now has a beach. Allows Port. New seazone (3010).
                - 590  # Hamilton, ON. Allows Port. New seazone (3009).
                - 612  # Buffalo, NY. Now allows port. New seazone (3010)
                - 615 # Cleveland. Now has a beach and port. Removed 6 oil from the old file, because it seems to be a duplicate of the 6 oil it currently has. New seazone (3009).      
                - 616 # Detroit. Now has a beach and port. New seazone (3009).
                - 617 # Grand Rapids. Now has a beach and port. New seazone (3007).
                - 620 # Chicago. Now has a beach and port. New seazone(3007)
                - 621  # Milwaukee. Now has a beach and port. New seazone(3007)
                - 622  # Marquette. Now has a beach and port. New seazone(3006)
                - 623  # Green Bay. Now has a beach and port. New seazone(3007)
                - 632  # Norfolk. No longer has a beach.
                - 638  # Arlington. No longer has a beach.
                - 786 # Eugene. No longer has a beach, but still has a port. Beach XPos is now 4391 (was 4516), Beach YPos is now 2680 (was 2692).
                - 891  # Kingston. Saw a manpower point there, likely an omission, but gave it anyway because it doesn't have much going for it for now.
                - 1909 # Sherbrooke. Old version has 1 IC and 1 MP that were likely the ones I put into the scenario files. Also it has 60 infra that should be there. Took it all out.
                - 2394 # Southeast Northsea. Renamed by Arcangelus into East North Sea.
                - 2472 # Southeast Northsea. Renamed by Arcangelus into East North Sea.
                - 2685 # Toledo, OH. Now has a beach. Allows Port. New seazone (3009).
                - 2686 # Erie. Now has a beach. Allows Port. New seazone (3009). Port XPos is now 7870 (was 7873). Port YPos is now 2840 (was 2836).
                - 2687 # Rochester, NY. Now has a beach. Allows Port. New seazone (3010).
                - 2722 # Flint. Now has a beach, a port and a new seazone (3008)
                - 2731 # Oshawa. Now has a beach, a port and a new seazone (3010). Port XPos is now 8060 (was 8054). Port YPos is now 2640 (was 2630). Beach XPos is now 7967 (was 8054). Beach YPos is now 2657 (was 2631).
                - 2732 # Saguenay. Had 20 infra and 1 IC it should't have.
                - 2733 # Gatineau. Had 70 infra it shouldn't have, removed.
                - 2734 # Longueuil. Had 60 infra it shouldn't have, removed.
                - 2735 # Rimouski. Removed 30 infra and 1 IC that did not belong.
                - 2962 # West End. Removed 20 infra that did not belong.
                - 2963 # Andros Town. Removed 20 infra that did not belong.
                - 2964 # Matthew Town. Removed 20 infra that did not belong.
                - 3006 # Area changed from Lake to Southeast Northsea. 
                - 3007 # Area changed from Lake to Southeast Northsea.
                - 3008 # Area changed from Lake to Southeast Northsea.
                - 3009 # Area changed from Lake to Southeast Northsea.
                - 3010 # Area changed from Lake to Southeast Northsea.
                - 4278 # Guantanamo. Removed 20 infra that did not belong.
                - 4279 # Holguin. Removed 20 infra that did not belong.
                - 4280 # Bayamo. Removed 20 infra that did not belong.
                - 4281 # Ciego de Avila. Removed 20 infra that did not belong.
                - 4282 # Matanzas. Removed 20 infra that did not belong.
                - 4283 # Pinar del Rio. Removed 30 infra that did not belong.
                - 4284 # Nueva Gerona. Removed 30 infra that did not belong.
                - 4353 # Mexicali. Removed beach.
                - 6122 # Santa Ana. Removed beach.
                - 6146 # Gila Bend. Arcangelus fixed a small csv issue (a space that did not belong in the raw CSV file).
                - 6413 # Mount Pleasant. Added seazone 0 to fix a small csv issue. 
                - 6414 # Jackson, MI. Added seazone 0 to fix a small csv issue.
                - 6316 # Fort Lauderdale. Took out 1 energy from there.
                - 6317 # Fort Myers. Removed beach, sent 2 energy to the scenario file for Spiders. 
                - 6318 # Saint Petersburg. Took out 1 energy, sent to scenario file.
                - 6319 # Cedar Key. Took out 1 energy, sent to scenario file.
                - 6324 # Jamestown, NY. Now has a beach and port. New seazone (3009). Port XPos is now 7910 (was 8031). Port YPos is now 2820 (was 2830).
                - 6327 # Ogdensburg. Arcangelus added a zero in the seazone to fix the formatting.
                - 6328 # Watertown. Now has a beach. Allows Port. New seazone (3010).
                - 6339 # Duluth. Allows Port. New seazone (3006). Beach XPos is now 7930 (was 6966). Beach YPos is now 2800(was 2337).
                - 6341 # Two Harbors. Now has a beach. Allows Port. New seazone (3006).
                - 6375 # New Bedford. No longer has a beach.
                - 6392 # Terre Haute. Port XPos is now 7915 (was 7255). Port YPos is now 2820 (was 3169). Beach XPos is now 7930 (was 7256). Beach YPos is now 2800 (was 3173). 
                - 6394 # Gary. Allows Port and a beach. New seazone (3007).
                - 6405 # Superior. Allows Port. New seazone (3006).
                - 6410 # Sheboygan. Allows Port. New seazone (3007)
                - 6411 # Wausau. Allows Port. New seazone (3007)
                - 6415 # Alpena. Allows Port. New seazone (3008)
                - 6416 # Saginaw. Allows Port. New seazone (3008)
                - 6417 # Traverse City. Now has a beach. Allows Port. New seazone (3007)
                - 6418 # Petoskey. Now has a beach. Allows Port. New seazone (3007)
                - 6419 # Kalamazoo. Now has a beach. Allows Port. New seazone (3007)
                - 6420 # Menominee. Allows Port. New seazone (3007)
                - 6421 # Houghton. Now has a beach. Allows Port. New seazone (3006)
                - 6422 # Escanaba. Now has a beach. Allows Port. New seazone (3007)
                - 6423 # Sault Sainte Marie, MI. Now has a beach, allows port. New seazone (3008)
                - 6590 # Sydney, NS. Took out an IC point and 40 infra that should't be there.
                - 6591 # Guysborough. Took out 40 infra that should't be there.
                - 6592 # Bridgewater. Took out 50 infra that should't be there.
                - 6593 # Yarmouth. Took out 50 infra that should't be there.
                - 6594 # Kentville. Took out 50 infra that should't be there.
                - 6595 # Antigonish. Took out 50 infra that should't be there.
                - 6596 # Truro, NS. Took out 50 infra that should't be there.
                - 6597 # Sable Island Station. Took out 40 infra that should't be there.
                - 6598 # Bathurst. Took out 50 infra that should't be there. 
                - 6599 # Edmundston. Took out 50 infra that should't be there. 
                - 6600 # Nackawic. Took out 50 infra that should't be there. 
                - 6601 # Oromocto. Took out 50 infra that should't be there. 
                - 6602 # Moncton. Took out 50 infra that should't be there. 
                - 6603 # Chatham. Took out 50 infra that should't be there.
                - 6604 # Saint John. Took out an IC point and 60 infra that should't be there.
                - 6605 # Fort George. Took out 10 infra that should't be there. 
                - 6606 # Fort Rupert. Took out 10 infra that should't be there.
                - 6607 # Waswanipi. Took out 10 infra that should't be there.
                - 6608 # Rouyn. Took out 20 infra that should't be there.
                - 6609 # Ville-Marie. Took out 20 infra that should't be there.
                - 6610 # Hull, QC. Took out 20 infra that should't be there.
                - 6611 # Akulivik. Took out 20 infra that should't be there.
                - 6612 # Povungnituk. Took out 20 infra that should't be there.
                - 6613 # Inukjuak. Took out 20 infra that should't be there.
                - 6614 # Great Whale River. Took out 20 infra that should't be there.
                - 6615 # Aupaluk. Took out 20 infra that should't be there.    
                - 6616 # Kangiqsujuaq. Took out 20 infra that should't be there.
                - 6617 # Salluit. Took out 20 infra that should't be there.
                - 6618 # Illutaliviniq. Took out 20 infra that should't be there.
                - 6619 # Nitchequon. Took out 10 infra that should't be there.
                - 6620 # Mistissini. Took out 20 infra that should't have been there.
                - 6621 # Chapais. Took out 10 infra that should't have been there.
                - 6622 # Nemiscau. Took out 10 infra that should't have been there.
                - 6623 # Labrecque. Took out 10 infra that should't have been there.
                - 6624 # Dolbeau. Took out 20 infra that should't have been there.
                - 6625 # Roberval. Took out 50 infra that should't have been there.
                - 6626 # Trois-Rivieres. Took out 30 infra that should't have been there.
                - 6627 # La Tuque. Took out 30 infra that should't have been there.
                - 6628 # Maniwaki. Took out 30 infra that should't have been there.
                - 6629 # Senneterre. Took out 30 and 1 metal infra that should't have been there.
                - 6630 # Mont-Laurier. Took out 70 infra that should't have been there.
                - 6631 # Joliette. Took out 70 infra that should't have been there.
                - 6632 # Baie-Saint-Paul. Took out 70 infra that should't have been there.    
                - 6633 # Sept-Iles. Took out 20 infra that should't have been there. Kept 1 IC and 1 metal because the East Coast is resource-deproved enough, ported to Wasteland.inc.
                - 6634 # Les Escoumins. Took out 20 infra that should't have been there. 
                - 6635 # Harrington Harbour. Took out 10 infra that should't have been there. 
                - 6636 # Netagamu River. Took out 10 infra that should't have been there.
                - 6637 # Havre-Saint-Pierre. Took out 10 infra that should't have been there.
                - 6638 # Port-Menier. Took out 10 infra that should't have been there.
                - 6639 # Cap-aux-Meules. Took out 40 infra that should't have been there.
                - 6640 # Riviere-du-Loup. Took out 40 infra that should't have been there. Took out an IC point, added to scenario.
                - 6641 # Levis. Took out 40 infra that should't have been there.
                - 6642 # Drummondville. Took out 60 infra that should't have been there.
                - 6643 # Thetford Mines. Took out 40 infra that should't have been there.
                - 6644 # Perce. Took out 30 infra that should't have been there.
                - 6645 # Gaspe. Took out 30 infra that should't have been there. No longer has a beach.
                - 6646 # Pointe-a-la-Croix. Took out 30 infra that should't have been there. No longer has a beach.
                - 6647 # North West River. Took out 10 infra that should't have been there and 12 metals that were already in the scenario file.
                - 6648 # Davis Inlet. Took out 10 infra that should't have been there.
                - 6649 # Hebron. Took out 10 infra that should't have been there.
                - 6650 # Hopedale. Took out 10 infra that should't have been there.
                - 6651 # Port Hope Simpson. Took out 10 infra that should't have been there.
                - 6652 # Michikamau Lake. Took out 30 infra that should't have been there and 1 mp and 2 energy that were already in the csv file.
                - 6653 # Hamilton River. Took out 10 infra that should't have been there.
                - 6654 # Burnt Lake. Took out 10 infra that should't have been there.
                - 6655 # Caniapiscau. Took out 10 infra that should't have been there.
                - 6656 # Grand Falls. Took out 30 infra that should't have been there. Subtracted 4 metal that should have been taken from the csv before.
                - 6657 # St. Anthony. Took out 30 infra that should't have been there.
                - 6658 # Harbour Breton. Took out 30 infra that should't have been there. Removed beach.
                - 6659 # Gander. Took out 30 infra that should't have been there.
                - 6660 # Grand Bank. Took out 30 infra that should't have been there.
                - 6661 # Stephenville. Took out 30 infra that should't have been there.
                - 6662 # Channel-Port aux Basques. Took out 30 infra that should't have been there.
                - 6663 # Botwood. Took out 30 infra that should't have been there.
                - 6664 # Rocky Harbour. Took out 30 infra that should't have been there.
                - 6665 # Cheticamp. Took out 40 infra that should't have been there. Removed beach.
                - 6672 # Deer Lake. Added a zero in the seazone to solve an issue in the csv.
                - 6673 # Keewatin. Added a zero in the seazone to solve an issue in the csv.
                - 6674 # Savant Lake. Added a zero in the seazone to solve an issue in the csv.
                - 6675 # Red Lake. Added a zero in the seazone to solve an issue in the csv.
                - 6676 # Big Trout Lake. Added a zero in the seazone to solve an issue in the csv.
                - 6677 # Dryden. Added a zero in the seazone to solve an issue in the csv.
                - 6678 # Kenora. Added a zero in the seazone to solve an issue in the csv.
                - 6679 # Fort Frances. Added a zero in the seazone to solve an issue in the csv.
                - 6680 # Armstrong. Added a zero in the seazone to solve an issue in the csv.
                - 6681 # Ignace. Added a zero in the seazone to solve an issue in the csv.
                - 6682 # Atikokan. Added a zero in the seazone to solve an issue in the csv.
                - 6683 # Oba. Added a zero in the seazone to solve an issue in the csv.
                - 6684 # Longlac. Allows port. New seazone (3006). Port XPos is now 7570 (was 7482). Port YPos is now 2200 (was 2116). Beach XPos is now 7570 (was 7482). Beach YPos is now 2260 (was 2116).
                - 6696 # London, ON. Allows port. New seazone (3009). Port YPos is now 2798 (was 2779).
                - 6698 # Parry Sound. Now has a beach, allows port. New seazone (3008). Port XPos is now 7884 (was 7960). Port YPos is now 2470 (was 2532). Beach XPos is now 7906 (was 7960). Beach YPos is now 2500 (was 2531). 
                - 6699 # Barrie. Now allows port. New seazone (3008). Port XPos is now 7890 (was 7943). Port YPos is now 2593 (was 2580). Beach XPos is now 7920 (was 7940). Beach YPos is now 2560 (was 2578).
                - 6702 # Belleville. Allows port. New seazone (3010). Port XPos is now 8100 (was 8082). Port YPos is now 2630 (was 2525).
                - 6703 # Pembroke. Beach XPos is now 8130 (was 8170). Beach YPos is now 2630 (was 2488).
                - 6704 # Gore Bay. Now allows port. New seazone (3008). Port XPos is now 7750 (was 7771). Port YPos is now 2465 (was 2447). Beach XPos is now 7712 (was 7767).
    
        events:
            - A few minor changes in how dates work in some events, done by Arcangelus.
            - Several files: Reduced amount of event spam at the start of the game, mostly by adding the trigger ai=no. Some events do stuff, so this had less effect that I would have liked. By Arcangelus.
            - Some cleanup of event files.
            - Warrior-Horny: Both leaders are now sleeping. Added to New Canaan and Navarro. Change done by Arcangelus. The following files were changed purely to address this:
                - Caesar's_Legion,txt, Darien_Tribes.txt, Den.txt, Enclave.txt, Gecko.txt, Hub.txt, Kansas_Free_State.txt, Kurtz's_Camp.txt, Manitou_Tribes.txt, Mexican_Raiders.txt, New_Reno.txt, NUKA.txt, RCC.txt, Reavers.txt, Reservation.txt, Shi_Empire.txt, Texas_Reformed.txt.
    
            - Beastlords.txt:
                - The following was done by Arcangelus:
                    - AI no longer gets start-up events such as ""Beastlords", "Beastlords 2". Reduces starting event bloat. 
                    - No more Horny and Warrior sleep/wake events.     
                    - A few comments on future event ideas by Arcangelus
    
            - Broken_Hills.txt:
                - The following was done by Arcangelus:
                    - AI no longer gets start-up events such as "Welcome to Broken Hills", "It Aint All Roses". Reduces starting event bloat. 
                    - No more option not to hunt for Marcus at first.    
                    - No more Horny and Warrior sleep/wake events.
    
            - Commonwealth.txt:
                - The following was done by Arcangelus:
                    - Added some interactions with the Cathedral. 
                    - Partially implemented initial events for Boston.
                    - AI no longer gets start-up events such as "Introductions". Reduces starting event bloat.
                    - The player has more input in deciding the Government of Boston
                    - Deeper policy slider changes
                    - Choosing Minutemen gives some more troops
                    - Fixed and augmented ministers and leaders of the Boston Commonwealth in all branches.
                    - Choosing Instititute also gives some troops
                    - Expansion events added
                    - Decisions and events involving Civil War escalation and how the Commonwealth and its rulers should react to it, as well as outcomes of those events.
                    - Added province development events, such as building mines
                    - Events involving Institute initiatives
                    - Events involving searching for the Beryllium Agitator, with many outcomes.
    
            - Deathclaws Enclave.txt: New file by Arcangelus. Currently unused.
    
            - Dark_Cathedral.txt:
                - The following changes were done by Arcangelus:
                    - Start of Game - Children of the Night (Event 46000):
                        - No longer deactivates the following technologies for the Dark Cathedral:
                            - Ghoul Regulars, Gathered Mutant Warriors, Pioneers tech, Free Farmers tech, Ghoul race, Mutant race, Robot race, Spider race, Animal Genetics, Plant Genetics, Human Genetics, Intelligent Mutated Animals, Rad-Resistant Crops, Super Soldiers, Para-Psychic Science, Mind Powers, Vault Locations, Glory of the Eagle, Wu Shu, Intelligent Rat Scouts, Chi Mastery, Combat Implants, Stealth Fields, Biological Warfare, Data Centers, Alien Physiology, Adv. Survival Equipment, Robotic Bio-Weapons, Path of the Shaman, Gathering of the Tribes, Way of Dreams, Alien Armor, Anti Gravity, Mech attack
                        - This event is generally far less front-loaded.
                    - A new corps ("Dark Cathedral Mobs") added for Dark Cathedral in Harrisburg (604)
                    - No more "Access to Wastelands" event
                    - Event "The US is Defeated!":
                        - no longer deactivates the following technologies: Profesional Mercs - Apocalyptic Mercs, , Workshops, Professional Training, , Aspire to Glory
                        - No longer activates and/or gives blueprint to the technologies:
                            Meatgrinder Training, Wastelands Scum, Wastelands War - Warrior Bands, It Never Changes
                        - No longer lowers relations by -100 with the following nations:
                            - CAL/NCR, TEX/New Church, MEX/NROM, ENG/Enclave, BOS/Commonwealth
                    - "The Two Faces of Darkness" triggers had a small change in structure.
                    - "The Anti-Charity":    
                        - Now a decision instead of event.
                        - Activates if the FUSA/States are defeated
                        - Can be used once you have 1000 supplies and 250 money (AI uses at 300 to avoid issues with no money)
                    - No longer has events for Horny joining or de-activating, nor de-activating special leader The Warrior (handled differently now)        
    
            - Decisions.txt: 
                - The following was done by Arcangelus:
                    - IDs 610220-1 are now used by Slave related events.
                    - Gun Runners' events now used by AI.
                    - Two sets of Bozars are now slightly more expensive (from 250 to 270 money)
                    - Two sets of Avengers are now more expensive (from 320 to 360 money)
                    - Improvements to event structure
                    - Two sets of frag grenades are now more expensive (from 150 to 180 money)
                    - Two sets of Improved Rockets more expensive (from 500 to 550)
                    - Investing in infraestructure decreases more dissent (-3, was 2)
                    - Investing in infraestructure builds two extra infra
                    - Invest in National Research (Generic Version) decreases more dissent (-2.5, was -2)
                    - Added tentative "Overwork Slaves" decision. Requires having Slavery technology and enough manpower for it. AI can use it as well. Now you can use those worthless sacks of flesh as disposable labourers by overworking them to the limit, mwhahahahahahah. Blood is the lubricant in the wheels of progress, after all. It gives a temporary bonus to the option chosen, at the price of using both current manpower, diminishing manpower income a bit and increasing dissent:
                        - Increase Construction speed of all kinds of structures
                        - Increase your industrial output by increasing IC and Supply modifiers
                        - Increase the output of basic resources
                    - Activated the "horse" line of decisions. Need feedback, as I [Arcangelus] made those years ago.
                    - Horses decision now has a 900 offset
    
            - Midwestern_BoS (was East_BoS.txt):
                - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
                - The following was done by Arcangelus:
                    - Outposts event no longer shuts sleeps events 60545 and 60550 (note: Find out which are these. Probably gaining control.
                    - Expansion to the south chance slightly lessed for the AI
                        - No longer sleeps events 60534, 60538, 60546 and 60551
                        - No more Horny and Warrior sleep/wake events.
    
            - East_Politics.txt:
                - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.    
    
            - End_Game.txt:
                - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
                - Created new model for End War events. This new version fixes many issues with the previous ones and leads to more nations choosing an alliance in general, with some degree of variety. Human and Mutant (and mutant-friendly) nations have different models.
                - Fixed sequencing issues of the "X Nation is No More" events of the following nations (for some reasons nations between 2-9 had their sequencing be 02-09 rather than 2-9. Probably didn't cause problems, but better to be sure):
                    - Darien Tribes
                    - Dark Cathedral
                    - Harlequins
                    - Kurtz's Camp
                    - Manitou Tribes
                    - Under-Nation
                    - Spiders
                    - The Huns
                    - All these events now also use the proper new sequencing method, in which the event adds to the flag, rather than just setting the next flag, every time.    
                - Most nations now cannot choose in the End War if they are puppets. The "[NATION NAME] is No More" event will fire instead. There are a few exceptions to the rule. I won't say which is which because of spoilers.
                - End_Game choices model and balance changed:
                    - "Neutral" no longer means "Attack all alliances at once", it means not choosing an alliance immediatly. Nations going crazy and attacking all alliances at once are now considered "Wildcard" nations instead.
                    - There will be less neutrals now. There might be more Wildcards (AKA nations attacking all three big alliances at once), however.
                    - There will be more human nations joining the Dictatorship of Man. This is due to the way the war works right now - they get attacked by two big alliances and a score of angry minors that go berserk, like the Warriors of Ice.
                    - However, mutant and mutant-friendly nations (like Broken Hills and RCC) cannot join the Dictatorship of Man, so there's a good chunk of nations which cannot join the Dictatorship at all. So, it evens out.
                - "Manitou Guide Our Hearts": Manitou Tribes' End Game event now better written, thanks to Arcangelus and his own take on the endgame events. It now properly accomodates both AI and Human player - before, it was pretty much a human player event with some AI chance throw in.
                - "Pioneers Must Decide Their Fate": End Game event now better written, thanks to Arcangelus and his own take on the endgame events. Fixed issue that would cause AI Pioneers go Wildcard.
                - RCC (AI and player) can no longer join the Dictatorship of Man, partly due to it being ruled by the Enclave (literally wants to turn Canada into the 51st state) and partly due to the fact the Royal Canadian Commonwealth is tolerant and respectful of mutants (especially Ghouls), while the Enclave hates them. Something to change in the future once I start to deepen the RCC one day.
                - Further enhancements by Arcangelus:
                    - Months now use numbers instead of month name.
                    - No more differing AI and Player versions of End_War events, thanks to the use of in-command triggers. 
                    - 104015 - The Decision of Broken Hills:
                        - Event now used for both AI and player through quality event scripting.
                    - 104018 - Caesar's Choice, The Die is Cast:
                        - Event now used for both AI and player through quality event scripting.
                        - Fixed wrong action name for joining Dictatorship
                        - AI Caesar no longer has an option that he will never take. Yeah, I have no idea why I put that on even through I intended for Caesar to never use it, only players.
                    - 104022 - Will Canada Stay Free?
                        - Event now used for both AI and player through quality event scripting.
                    - 104024 - Slavemasters of Den Decide
                        - Event now used for both AI and player. This was not on the Arcangelus original, I changed it because Arcangelus aparently missed it - he removed the AI-only event but didn't use his template allowing for both AI and player-choices in a single event, and forgot to remove ai = no from the trigger.     
                    - 104029 - Paladins of the East Take a Decision
                    - 104030 - Gecko Emergency Meeting    
                    - 104035 - Junklord Sniffs the Wind
                        - Events now used for both AI and player.
                    - 104044 - Squeezed on all Sides
                        - Event now used for both AI and player.
                        - Flavor action names fixed.
                    - 104048 - El Presidente Takes a Decision
                    - 104050 - Warlord Gammorin Decides the Mutant Future
                    - 104052 - The Assembly of NCR Rises
                    - 104054 - The City of the Dead Chooses
                    - 104056 - The New Reno Boss Works It Out    
                    - 104057 - The Miners of Redding Decide    
                    - 104059 - Mainframe Computes Final Outcome    
                    - 104067 - The Divine Emperor Has Decided    
                    - 104068 - Texan Hierarchs Take a Decision
                    - 104072 - Texan Reformists Take a Decision
                    - 104076 - Trade Guilds of Hub Decide
                    - 104081 - The Great Snake Coils in Anger
                    - 104083 - Vault City Council Responds
                    - 104084 - Elders of the West Decide
                    - 104089 - Manitou Guide Our Hearts (Sulik is dead version)    
                    - 104089 - The Mayans Decide
                    - 104300 - Beastlords stand before Three Great Beasts
                    - 104302 - Calgary Confederacy Chooses
                    - 104305 - Commonwealth Commits to its Future (Minutemen)
                    - 104307 - Commonwealth Commits to its Future (Institute)
                    - 104313 - Latter-Day Saints of New Canaan Must Make the Right Choice
                    - 104314 - Nuka-Cola Company Goes Along
                    - 104316 - Quebec Just Wants to be Free
                    - 104319 - White Legs 
                        - Events now used for both AI and player.
                    - Freed Event IDs:
                        - 104012 (The Decision of Broken Hills - AI version)
                        - 104013 (inside the Broken Hills Id range, no assigned event)
                        - 104014 (inside the Broken Hills Id range, no assigned event)
                        - 104016 (Caesar's Choice, The Die is Cast - AI version)
                        - 104017 (inside the Caesar's Legion Id range, no assigned event) 
                        - 104019 (Will Canada Stay Free? - AI Version)
                        - 104020 (inside the RCC Id range, no assigned event) 
                        - 104021 (inside the RCC Id range, no assigned event) 
                        - 104023 (Slavemasters of Den Decide - AI Version)
                        - 104025 (Paladins of the East Take a Decision - AI Version)
                        - 104026 (inside the East BOS Id range, no assigned event)
                        - 104027 (inside the East BOS Id range, no assigned event)
                        - 104028 (inside the East BOS Id range, no assigned event) 
                        - 104031 (Gecko Emergency Meeting - Player Version)
                        - 104032 (Junklord Sniffs the Wind - AI Version)
                        - 104033 (inside the Junkers Id range, no assigned event) 
                        - 104034 (inside the Junkers Id range, no assigned event) 
                        - 104036 (Signs of Blood in the Corn - AI Version)
                        - 104037 (inside the Kansas Id range, no assigned event) 
                        - 104038 (inside the Kansas Id range, no assigned event) 
                        - 104040 (Pioneers Must Decide Their Fate - AI Version)
                        - 104042 (Squeezed on all Sides - AI Version)
                        - 104043 (inside the Mexican Raiders Id range, no assigned event) 
                        - 104045 (El Presidente Takes a Decision - AI Version)
                        - 104046 (inside the NROM Id range, no assigned event) 
                        - 104047 (inside the NROM Id range, no assigned event) 
                        - 104049 (Warlord Gammorin Decides the Mutant Future - AI Version)
                        - 104051 (The Assembly of NCR Rises - AI Version)
                        - 104054 (The City of the Dead Chooses - Player Version)
                        - 104055 (The New Reno Boss Works It Out - AI Version)
                        - 104058 (The Miners of Redding Decide - Player Version)
                        - 104060 (inside the Robot Nation Id range, no assigned event) 
                        - 104061 (inside the Robot Nation Id range, no assigned event) 
                        - 104062 (Mainframe Computes Final Outcome - Player Version)
                        - 104063 (The Divine Emperor Has Decided - AI Version)
                        - 104064 (inside the Shi Empire Id range, no assigned event)
                        - 104065 (inside the Shi Empire Id range, no assigned event)
                        - 104066 (inside the Shi Empire Id range, no assigned event)
                        - 104069 (inside the New Church Id range, no assigned event)
                        - 104070 (inside the New Church Id range, no assigned event)
                        - 104071 (Texan Hierarchs Take a Decision - Player Version)
                        - 104073 (inside the Texas Reformed Id range, no assigned event)
                        - 104074 (inside the Texas Reformed Id range, no assigned event)
                        - 104075 (Texan Reformists Take a Decision - Player Version)
                        - 104077 (inside the Hub Id range, no assigned event)
                        - 104078 (inside the Hub Id range, no assigned event)
                        - 104079 (Trade Guilds of Hub Decide - Player Version)
                        - 104080 (The Great Snake Coils in Anger - AI Version)
                        - 104082 (Vault City Council Responds - AI Version)
                        - 104085 (inside the West BOS range, no assigned event)
                        - 104086 (inside the West BOS range, no assigned event)
                        - 104087 (inside the West BOS range, no assigned event)
                        - 104088 (Elders of the West Decide - Player Version)
                        - 104098 (The Mayans Decide - Player Version)
                        - 104301 (Beastlords stand before Three Great Beasts - Player Version)
                        - 104303 (Calgary Confederacy Chooses - Player Version)
                        - 104304 (Commonwealth Commits to its Future (Minutemen) - AI Version)
                        - 104306 (Commonwealth Commits to its Future (Institute) - AI Version)
                        - 104311 (inside the Commonwealth range, no assigned event)
                        - 104312 (Latter-Day Saints of New Canaan Must Make the Right Choice - AI Version)
                        - 104315 (Nuka-Cola Company Goes Along - Player Version)
                        - 104317 (Quebec Just Wants to be Free - Player Version)
                        - 104318 (White Legs - Player Version)
            - FODD AI leader traits.txt:
                - Removed, is part of an old, abandoned idea
    
            - forcing_peace.txt:
                - The following was done by Arcangelus:
                    - Trigger to force peace with LUX/Wasteland works with everyone EXCEPT Marauders.
    
            - Former_USA.txt:
                - The following was done by Arcangelus:
                    - Revamped FUSA-DK initial setup.
                    - There is trickery afoot.
                    - Event "USA Desperate Broadcast":
                        - Appears for both USA/The States and AZB/Dark Cathedral (which is in-game from the start now)
                        - Diminishes Dark Cathedral dissent  ("morale boost" is hearing your enemy cry out in despair over the radio)
                        - The States gets far smaller starting penalties and a small dissent bonus, IF its ai-played.
                        - No longer appears in the 6th day of January like clockwork, but is activated by another event.
                    - Event "Dark Cathedral Brother Cainite":
                        - Some unit removals commented out, as they play differently now.
                        - It loads up ai_prepare_war, making the Dark Cathedral immediatly send troops to their border with The States
                        - AI The States gets a bit more help:
                            - AI no longer gets 5 dissent.
                            - AI gets a bit of help with reinforcing divisions
                            - Loads up USA_CW.ai, which is an AI made to help it in the civil war.
                    - Event "Dark Cathedral" found:
                        - The following was done by Arcangelus:
                            - Amended the event "Dark Cathedral Found". Now it can trigger if you accepted the "lenient" version of Junker demands.
                            - Will also trigger if the Commonwealth took New York (#602). If Boston took it, then it also counts as they have no reason to be friendly with the church.
                    - "The Lure of Darkness" Will fire less often.
                    - "Call up the National Guard" has some Minor changes.
                    - Event "Hope is a Diamond"    can now fire for the AI
                    - The States can now get some unexpected help
                    - AI States will get payback on Junkers only with a slight superiority in numbers.
                    - "Baby's been a Bad Boy" event is mostly redundant now, with the Dark Cathedral setup changes.
                    - No more Horny and Warrior sleep/wake events.    
    
            - Gaining_Control.txt:
                - The following was done by Arcangelus:
                    - Improved Gaining control events: Now the Wasteland will secede provinces twice as often in an asynchronous manner.
                    - Too many changes to number, the whole event file is vastly different now and twice as efficient.
    
            - General.txt:
                - All mentions to "Delano Peak" in the Vault 10 event chain changed to Mount Fitzpatrick and/or Afton, depending on context.
                - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
                    - Flag "east_bos_gone" changed to "midwestern_bos_gone"
                - "Paradox's Curse - Free Resources": Event disabled, seems to be no longer necessary and currently merely adding more resources in the gameworld than it needs. This will increase resource scarcity, which is a good thing.
                - "Make Contact with Elvis" event was firing again years after it was supposed to, well after the chain ended. Fixed it by clearing "hunt_elvis" flag once Elvis is found and contact is made.    . "Make Contact with Elvis" fixed (I already did that - Slaughter).
                - "Sabotage!" and "Saboteurs Neutralized" event: If you manage to capture Conqueror and go to war with vault 10, you will no longer get eternal sabotage events and -300 supplies even through Vault 10 was annexed or turned into a puppet. The event will now no longer fire
                - The following events no longer give the phased out models of Power Armor which are in the old Regular and Ghoul unit models:
                    - Human Powered Marines (40168)
                    - Ghoul Powered Marines (40169)
                    - Military Base (40617)
                    - Military Base (40618)
                    - Military Base (40619)
                - The following was done by Arcangelus:
                    - Transformed the "history" and "trait" events into decisions, mainly cause I [Arcangelus] got tired of saying no.
                    - "Meet Conqueror" and "Conqueror" has a better, more comprehensible event structure
                    - "Choose your Destiny" event:
                        - Is now a decision
                        - Has simpler flags to prevent players from choosing more than one trait. Seven flags became one.
                        - Will go away if you do not choose a trait by 2246    
    
            - Harlequins.txt:
                - The following was done by Arcangelus:
                    - "Voodoo Drums", "Solitaire's Readings", "Solitaire's Reading's Fade", "Great Voodoo Sacrifice", "Voodoo Blessings Fade", "Power of the Light" and "Slaver Raids" no longer have an immensely random, well, "random = no".    
                    - No more Horny and Warrior sleep/wake events.     
    
            - Junkers.txt: 
                - The following was done by Arcangelus:
                    - "Opportunity Knocks" no longer has an unecessary "random=no."
                    - Minor changes
                    - Some actions are now properly named from event_text.csv
                    - No more Horny and Warrior sleep/wake events. 
    
            - Kurtz's_Camp.txt:
                - "Enclave Support" (44009): No longer gets the wrong type of Powered Ghoul division         
    
            Mayan_empire.txt:
                - Event 87011: Incorrect command = { type = province_keypoints where = 4314 value = 1 } rather than command = { type = province_keypoints which = 4314 value = 1 }. Thanks to peony for spotting this bug!
                - The following was done by Arcangelus:
                    - Event "Unification of Mayan lands - Yucatan":
                        - Now cedes Control and Ownership of the following provinces to Mayan Empire: Playa del Carmen(4308), Chetumal(4310), Nicolas Bravo(7377), Belize City(758). 
                    -  Decision 87004:
                        - Now cedes Control and Ownership of the following provinces to Mayan Empire: Tizimin(4307), Campeche(4311), Escarcega(4312), Ciudad del Carmen(4313), Mérida(756) or Puerto Barrios(2649), La Libertad(4305), Belmopan(4306) and Tenosique de Pino Suarez(7378). 
                    - Decision 87005:
                        - Now cedes Control and Ownership of the following provinces to Mayan Empire: Puerto Barrios(2649), La Libertad(4305), Belmopan(4306) and Tenosique de Pino Suarez(7378)
                    - Decision 87006:
                        - Now cedes Control and Ownership of the following provinces to Mayan Empire: Tizimin(4307), Campeche(4311), Escarcega(4312), Ciudad del Carmen(4313) and Mérida(756)
                    - No more Horny and Warrior sleep/wake events.
    
            - Mutant_Army.txt:
                - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
                - The following was done by Arcangelus:
                    - Two of the three game start events ("Mutants Rule!" and "FEV and Creating Mutants") no longer fire for the AI in order to eliminate event clutter at gamestart, only "The Master's Genius" does, as it adds bonuses. These three events no longer have a "random=no" trigger - one that is pretty unecessary.
                    - "Buy Slaves from the Huns" is now a decision.
                    - Slightly improved "Buy slaves" event.
                    - Partial clean up of chain "Ongoing Disturbing Incidents". Increased chance of resolution (Now 49%/32% annually, rather than 23%/17%)
                    - "Slaves Brought":
                        - No longer has a "random = no".
                        - Sets a flag to stop the Mutants from continuously buying slaves from the Huns during the decision time of two months, then clears it after the deal is done by refusal or accept.
                    - "Ghouls in Minneapolis":
                        - No longer has a "random = no".
                        - Now a decision, requires control of Minneapolis, can be done once you have 1000 supplies.
                    - "Disturbing Incidents - Discovery"
                        - No longer has a "random = no".
                        - The first action no longer sleeps events 20155 and 20156. 
                        - The second action no longer sleeps events 20155 and 20156.
                    - "Ongoing Disturbing Incidents - Investigation Success"
                        - No longer has a "random = no".
                        - Now a one-action event
                        - Now a persistent event
                        - random = 20 (was 10)
                        - Some odd coding commented out for the moment.
                    - Event 20155 no longer exists (Note to self: what's up with that? Look it up.)
                    - The following events no longer have "random = no" in the trigger:
                        "Slaves Purchase Refused", "FEV Intellect Boost", "The Mutant Giles", "The Lieutenant Serves", "Removal of The Lieutenant", "Born Warriors", "Capturing Eastern Brotherhood of Steel Bunkers", "Mayo Clinic", "Disturbing Incidents", "Ongoing Disturbing Incidents", "Deathclaw War", "Deathclaws Want Peace", "Deathclaws Mistrust Humans", "Deathclaws Mistrust Animal Killers", "Deathclaws Eternal War", "Disturbing Incidents - Discovery", "Dark Cathedral Aid", "Slaver Raids".
                    - No more Horny and Warrior sleep/wake events.    
                    - Note to self: Should Deathclaw events still be here?
    
            - Nations.txt:
                - "Growing Pains" event: Now only triggers after obtaining 150 VPs (was 100). Further balance pending.
    
            - NCR.txt:
                - The following was done by Arcangelus:
                    - Minor event formatting changes.
                    - AI no longer gets start-up events such as "Welcome to the NCR", "History of the NCR 1", "History of the NCR 2", "The Proud 16th" and "Tandi's Wisdom". This diminishes event clutter.
            
            - Necropolis.txt:
                - The following was done by Arcangelus:
                    - "Conquest of the Deep Ghouls" and "Join With the Deep Ghouls": Fixed the province getting manpower (it was going to the wrong province)
                    - No more Horny and Warrior sleep/wake events.    
    
            - New_Arroyo.txt:
                - The following was done by Arcangelus:
                    - AI no longer gets start-up events such as "Arroyo the Chosen Land", "Tale of the Vault Dweller 1", "Tale of the Vault Dweller 2", "Arroyo's Trial", "The Chosen One", "Time of Darkness" and "Salvation". Reduces starting event bloat.
                    - Many of Arroyo's political events are unchanged, but have better, more elegant event triggers that use the nation's government instead of complicated slider settings that are unecessary: "Choosing a New Leader", "Arroyo Walks a Dark Path", "Arroyo's New Leader" , "Arroyo's Descent Into Madness" 
                    - No more Horny and Warrior sleep/wake events.
    
            New_canaan.txt:    
                - Event 183014: incorrect command = { type = province_keypoints where = 733 value = 1 } twice (should be which not where). Thanks to peony for spotting this bug!
                - Event 183015: incorrect command = { type = province_keypoints where = 733 value = 1 } (should be which not where). Thanks to peony for spotting this bug!
                - The following was done by Arcangelus:
                    - New Jerusalem not New Jesusalem. Was Literally unplayable.
                    - "New Jerusalem" event now cedes ownership of province Salt Lake City.
                    - Some event formatting changes
                    - Small changes to the spawned marauders
                    - Small changes to the decision to rebuild New Jerusalem, choices no longer sleep the right gaining control event.
    
            - NROM.txt:
                - The following was done by Arcangelus:
                    - AI no longer gets start-up events such as "Viva Mexico!". Reduces starting event bloat. 
                    - "Corruption in High Places" and "Viva Mexico" events:
                        - No longer have a "random = no".
                    - No more Horny and Warrior sleep/wake events.
    
            - Pioneer_Alliance.txt:
                - The following was done by Arcangelus:
                    - "Integrate Eugene into Alliance":
                        - No longer sleeps a Gaining Control event.
                    - The following events no longer have "random = no" in the trigger:
                        - "Welcome to the Pioneer Alliance", all the "Pioneer luck" events,  
                    - No more Horny and Warrior sleep/wake events.
    
            - Polar_Station_Zeta.txt:
                - Army of the North Star (52002) no longer give the phased out models of Power Armor which are in the old Regular and Ghoul unit models:
                - The following was done by Arcangelus:
                    - Minor date format changes
                    - "Army of the North Star" event no longer has persistant = no on trigger.
                    - No more Horny and Warrior sleep/wake events.
    
            - Political.txt:
                - Added new AI-only events to make sure Necropolis and Kansas Free State becoming part of the Ghoul Nation no longer lose access to Wastelands, Marauders, The Glow, X_Marks_The_Spot_Alpha, X_Marks_The_Spot_Beta and Dead Islands.
    
            - RCC.txt:
                - Added events to give Quebec military access to Wastelands, Marauders, X Marks the Spot Alpha, X Marks the Spot Beta and Dead Islands, in case Quebec exists (and the later three as well). This was causing a bug where Quebec could't expand against Marauders, thus early on making it focus on the Royal Canadian Commonwealth with laser-tight focus.
    
            - Rebels.txt:
                - Fixed bug that gave REB control of Flagstaff if it had control of Afton province. Its a fix of a fix - I goofed, Arcangelus fixed the goof, unaware that the fix was also a bug lol. This was caused by X Marks the Spot Beta having its location changed from Flagstaff, Arizona to Afton, Wyoming. Also fixed a few comments that were refering to Flagstaff as Afton.
                - The following was done by Arcangelus:
                    - Nerfed marauders in Florida. From 5 to 3.
                    - Miami rebels reduced from 5 to 4?
                    - Reduced marauders from Jacksonville (648) from 10 to 8.
                    - Cut some rebels on "New England", but more work is required.
                    - Event "Mutant Monsters 2": More revolts in Florida.
                    - A few fixes on date format and ortography ("Saettle"? Literally unaplable, Arcangelus, literally unplayable!)
                    - No portraits, styles or descriptions for AI events which no one will ever see, lol.
                    - Better province control events for rebels
                    - Removed revolts in following provinces:
                        - Five revolts on province Fort Chimo, three revolts in Charleston, SC, two revolts in province Antigonish, two revolts in Kentville, one revolt in Truro, two revolts in Concord, five in Rutland, one in Portland, ME, one in Troy replaced by REB province control, six in Orlando, five in Titusville, five in Fort Launderdale, 
                    - No longer activates a division in province Macon (647) in Georgia.
                    - Replaced "Barstow Ferals" for "Long Rioters", commented out still. 
                    - " The Restless Wastelands" event: Deleted a trigger that was commented out
                    - A few province control clean-up events were removed.
                    - Added new events to check wherever any land in a region is controlled by Wasteland.
                    - Event "Night of the Living Dead":
                        - Now only triggers IF Commonwealth does not exist in any form (so it won't trigger in the Boston scenario)
                        - Zombies no longer gain free control of Commonwealth territory.
    
            - Redding.txt:
                - Wanamingo Dawn events:
                    - Wanamingo now have two sets of divisions. Wanamingo models after the first upgrade to another series of divisions, which can be only updated to, not built. Model values have been changed to reflect this.
                - The following was done by Arcangelus:
                    - AI no longer gets start-up events such as "Welcome to Redding", "Redding the Mining Town" and "Wannamingos no More". Reduces starting event bloat.
                    - "Welcome to Redding" no longer has a "random = no".
                    - Wanamingo problem gets worse with time.
                    - "Wanamingo Dawn" now weakens organization of units on Redding (caused by general chaos)
                    - Wanamingo dawn fixed, in a "lazy way" (his words, not mine).
                    - Wanamingo Dawn no longer causes a revolt in Redding
                    - Swearing loyalty to the Queen enables Wanamingo units and adds some Wanamingo units
                    - Wanamingo Dawn will no longer be a Merchant State, Wannamingos really lack trading skills
                    - Wanamingo Dawn now spawns with a nice army
                    - No more Horny and Warrior sleep/wake events.
    
            - Releasing_units.txt:
                - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
                - Had another go at the issue of the locked Mexican Raiders units causing problems. Should be good now.
                - "16th US Division" unit and its divisions now start the game locked and are released by two new events created in this file . This was done because vehicles are now x2-3 times faster (but similarly consume far more fuel), and such fast vehicles would allow the NCR to cheese early expansions. They will now be released later or during wars, to prevent cheesery.
    
            - Robot_Nation.txt:
                - The following was done by Arcangelus:
                    - AI no longer gets start-up events such as "I, Robot" and "Robot Nation".
                    - No more Horny and Warrior sleep/wake events.
                    - No more "Never Was" event in case Mainframe makes no decision, they are now redundant.
                    - Added a small event to decide name of the Robot Nation.
                    - Erased redundant events.
                    - Changed T-32 ministers to the sleep model.
    
            - Set_AI-Files.txt):
                - Midwestern BoS
                - The following was done by Arcangelus:
                    - Removed "persistent = no" from all events
    
            - Slavers'_Guild.txt:
                - The following was done by Arcangelus:
                    - Minor changes to an AI event.
    
            - Spiders.txt:
                - The following was done by Arcangelus:
                    - Boosted Spiders initial position. 3 extra spider divisions, and a locked HQ.
                    - Spiders more shill right at the beginning
                    - Event "The Spider Queen":
                        - No longer scraps the first mercenary model
                        - jungle_move boost is now 28 (was 18).
                        - swamp_move boost is now 20 (was 10).
                        - Spiders now gain a muddy_move boost of 20
                        - no longer has a "random = no" in the trigger.
                    - The following events no longer have "random = no" in the trigger: 
                        - "Insect Colony Behavior", "Lack of Unity", "Explosion in Spider Numbers", "Fighting Between Nests", "Organized Food Supplies", "Slave Tribals", "Taking Over the Slavers" and "Cult of the Spider Queen".
    
            - The_Huns.txt:
                - The following was done by Arcangelus:
                    - AI no longer gets start-up events such as "Great Khan", "We are the Huns", "Sturgess", "Drinking Around the Fire", "The Oldest Hun", "History of the Huns", "The Story of Max", "The Road Warrior", "The Last Interceptor", "Great Road Battle" and "End of the Story?". Reduces starting event bloat.
                    - The following events no longer have "random = no" in the trigger:
                        - "New Reno Offers New Drug", "We are the Huns", "Road Jackals", Sturgess", "Drinking Around the Fire", "The Oldest Hun", "History of the Huns", "The Story of Max", "The Road Warrior", "The Last Interceptor", "Great Road Battle", "End of the Story?", "Capture of Taggart", "Oddball", "Raider Infighting", "Create the Thunderdome", "Roar of the Thunderdome", "Prized Mutant Pitfighter Sold", "Brazen Attack on Bartertown" (the two versions), "Aunty is Dissatisfied", "A Desert Wanderer", "Aunty's Test", "Aunty's Offer", "Trouble in Bartertown", "Thunderdome Battle", "Aunty Sets Him Free", "Deal with Mutant Rats", "The Rats Say Yes", "Dark Cathedral Aid" and "Slaver Raids".
                    - "Create the Thunderdome" now a decision. Also, and as far as I [Arcangelus] remember, save_date and persistent do not get along.
                    - event 7027 "Roar of the Thunderdome" could not happen.
                    - event 7038 "Deal with Mutant Rats" seems to have never been properly updated. I [Arcangelus] made an attempt, but the event itself is probably useless now (Many potential nations between Huns and Broken Hills)
                    - "The Rats Say Yes" no longer has "persistent = no" in the trigger
                    - No more Horny and Warrior sleep/wake events.
    
            - The_New_Church.txt:
                - A few alterations to random generation Wasteland events
                - No more Horny and Warrior sleep/wake events.
    
            - The_Under-Nation.txt:
                - The following was done by Arcangelus:
                    - The following events no longer have an empty trigger that doesn't do anything:
                        - "More Under-factories", "Our enemies are strucked with disease!", "A Strange Pair"
                    - "The Triangle is Wearing Out": Slight simplification of the trigger.
                    - The following events no longer have "random = no" in the trigger:
                        - "The Rat Council", "More Under-factories", "Consequences of Democracy", "Reaction to Fights Between Generals", "Killed the Escaped Two-legs", "They fled!", "Captured the Escaped Two-legs", "The Triangle is Wearing Out", "Plague missions", "Rats returns from plague missions", " Unexplained plague!",  "Our enemies are strucked with disease!", "Internal struggle" events, "Small manpower loss", "Small loss of supplies", "Small money loss", "Small loss of resources", "Small loss of IC", "Big loss of IC!", "Deaths in our Tech Teams!", "A Strange Pair", "Air Attack Training", "The Deathbringers", " Deal with the Huns", "Slaver Raids",   
                    - Updated raid events. The file is (still) horrible to read.
                    - No more Horny and Warrior sleep/wake events.
    
            - The_Vipers.txt:
                - The following was done by Arcangelus:
                    - AI no longer gets start-up events such as "They Have Always Been With Us" and "The Vipers". Reduces starting event bloat.
                    - "Sacrifice to the Great Snake" event: Second option no longers clears the "snake_sacrifice" flag 
                    - No more Horny and Warrior sleep/wake events.
                - The following events no longer have "random = no" in the trigger:
                    - "The Vipers", "I am Asp", "New Reno Offers New Drug", "The Sacred Venom", "Sacrifice to the Great Snake", "The Great Snake Watches", " Inspirations", "Intuitions", "Awakenings", "Delusions" and "Slaver Raids". 
    
            - Unifications.txt:
                - "California United", "Nevada United", "Utah United", "Southwest US United", "Northwest US United", "Southcentral US United", "Midwest US United", "Southeast US United", Northeast US United:     
                    - These events now gives out off-map manpower bonuses to the Western Brotherhood of Steel only. See West_BoS.txt bellow for further details.
                - The following was done by Arcangelus: 
                    - Nunavut United is no longer triggered by control of Pond Inlet (6837) and Mansel Island (6839). Now part of Permafrost.    
    
            Vault_City.txt:
                - The following was done by Arcangelus: 
                    - AI no longer gets start-up events such as "Council has Voted", "We Must Be Wary" and "Vault City Must Prevail". Reduces starting event bloat.
                    - Simplified event trigger (no need for an OR when there's only one condition lol) in the following events:
                        - "The Ghouls Have a Pact", "The Ghoul Talks Failed", 
                    - "Propose Guarantee to NCR": Now a decision
                    - The following events no longer have "random = no" in the trigger:
                        - "Vault City prevails, citizen!", "Gecko Intelligence Report", "Gecko Intelligence Report", "New Drug (from New Reno)", "New Drug Origin", "New Drug Compensation", "New Drug Refusal", "Rock Springs is Controlled by What?!", "The Ghouls Have Unified!", "The Ghouls Have Allied", "The Ghouls Have a Pact", "The Ghoul Talks Failed", "Citizens to Arms!", "The Fall of Gecko", "The Fall of Rock Springs", "Cleansing the Under-Nation", "Lynette's NCR Connections", " Propose Pact With NCR", "Pact with NCR", "Propose Guarantee to NCR", " Defense Treaty with NCR", "Citizens to Arms",  "We Must Be Wary", "Luddite Revolt!" and "Slaver Raids".
                        - No more Horny and Warrior sleep/wake events.
    
            Warriors_of_ice.txt:
                - The following was done by Arcangelus:
                    - Thematic boost for Warriors of Ice.
                    - A few formatting changes and such
                    - A new expansion event to help the AI expand
                    - No more Horny and Warrior sleep/wake events (why are these two talking about aliens to far-off mutant savages in the frozen roof of the world?! I know the truth is out there, but is it THAT out there?).
    
            - West_BoS.txt:
                - "Start of Game - Code of The Brotherhood": Now gives a -250% penalty to manpower growth. WBOS is no longer supposed to get mp from on-map manpower. Bear in mind that the WBOS now gets manpower from off-map resources in the scenario file, and that this penalty does not affect off-map manpower. In practice what this means is that the Brotherhood of Steel cannot get manpower from conquering land (or most techs, but I adressed that with new events). Why? 
                    - Because the Lost Hills Brotherhood of Steel does not (with a few exceptions) recruit outsiders, they are an insular, closed organization which relies only on natural growth. This is canon. This is a change long in the making in order to align with the in-game lore, and this is the first pass for it - I have a plan for a more complex version, but only after I revamp the Unification system. Consider it a challenge run as well, I'm eager for feedback on how the BOS plays now.
                - To compensate for the penalty, the Brotherhood now has a new unique bonus: +5% GDE and +10% trickledown. This represents the Brotherhood's tendency towards small, dispersed numbers and low-manpower high-efficiency elite forces. It is also supposed to go well with their casualties-shy doctrine and the Brotherhood's elite soldiers.
                - Brotherhood Bunker Network events: 
                    - Now give off-map manpower to account for the changes above.
                    - They will now also no longer give any manpower modifier bonus. 
                - New events: "Technological Advance Affects Our Manpower". These events (currently ten) are made to ensure that the Brotherhood gets off-map manpower from technology, as the current system makes it all but impossible for them to get extra manpower from technological advancements. These events will trigger once you have researched a technology and give you an off-map manpower equivalent of the old bonus, calculated upon the default off-map manpower amount set in the scenario file (currently 0.10 mp per day, subject to change). These events also account for abandonement of technologes/doctrines, so the game will strip these event-given manpower bonuses from you if you research something and then abandon it.
                - "Dissent in the Brotherhood" now reduces manpower modifier to make sure the Brotherhood only gets 1% of on-map manpower.
                - The following was done by Arcangelus: 
                    - Refactoring of the "The Brotherhood Holds Talks" events into decisions. Nice pictures pending.
                    - AI no longer gets start-up events such as "The Brotherhood of Steel", "Foundation of The Brotherhood 1" and "Foundation of The Brotherhood 2", "The Brotherhood's Quest". Reduces starting event bloat.
                    - The following events no longer have "random = no" in the trigger:
                        - "The Brotherhood of Steel", "Foundation of The Brotherhood 1", "Foundation of The Brotherhood 2", "Code of The Brotherhood", "The Passing of Sword", "The Brotherhood's Quest", "The Passing of Sambor", "Brotherhood Bunker Network", "HUB Accepts Status Quo", "HUB Accepts Status Quo", "HUB Closes Bunkers", "HUB in Flame", "HUB in Flame", "Redding Accepts Status Quo", "Redding Closes Bunkers", "Redding Accepts Status Quo", "Redding Closes Bunkers", "Redding in Flames", "Conquest of Redding", "Pioneers Accept Status Quo", "Pioneers Accept Status Quo", " Pioneers Accept Status Quo", "Pioneers Close Bunkers", "Pioneer Alliance in Flames", "Conquest of Pioneer Alliance", "Shi Accept Status Quo", "Shi Close Bunkers", "Shi Accept Status Quo", "Shi Close Bunkers", "Shi Empire in Flames", "Conquest of Shi Empire", "Arroyo Accepts Status Quo", "Arroyo Closes Bunkers", "Arroyo Accepts Status Quo", "Arroyo Closes Bunkers", "New Arroyo in Flames", "Conquest of New Arroyo", "New Reno Accepts Status Quo", "New Reno Closes Bunkers", "New Reno Accepts Status Quo", "New Reno Closes Bunkers", "New Reno in Flames", "Conquest of New Reno", "Den Accepts Status Quo", "Den Closes Bunkers", "Den Accepts Status Quo", "Den Closes Bunkers", "Den in Flames", "Conquest of Den", "Conquest of Den", "Conquest of Den", "Experimental Command Implants", "Wanamingo Mine Scam", "BoS Calls on Redding",  
                    - "Dissent Within the Brotherhood": Simplied trigger (atwar = no is better than NOT = { atwar = yes })
                    - "Experimental Command Implants": Removed redundant triggering of YK Commander event that was already commented out.
                    - "Brotherhood Warns NCR": Simplified trigger.
                    - "ACE Production Run Finished":
                        - Removed commented out trigger
                        - No longer has three event actions, but rather, a single one with conditional command triggers which only fire when the right flags are set - allowing one action to essentially clear all the effects and flags of the three ACE options.
                    - No more Horny and Warrior sleep/wake events
    
            - West_Caravan_Trail.txt:
                - The following was done by Arcangelus: 
                    - Partial refactor of event chain; More resilient to death nations/war, reduced amount of flags used (Somewhat easier to follow now: The Shi part is a little convoluted).
                    - File now notes unused event flags
                    - Use of numeric event flags.
                    - Better commenting
                    - The following events no longer have "random = no" in the trigger:
                        - "Western Caravan Start", "Great Profits", "Medium Profits", "Lesser Profits", "Western Caravan Choic", "Western Caravan Arrives in NCR!", "NCR Rangers Improve Security" (all versions), "Western Caravan Results" (all versions), "Caravan Profits" (all versions), " No more Caravan Guards!", "Caravan arrives in NCR", "Our Guards Return in Glory", "Our Guards Return Relaxed", "Our Guards Return Respected", "Shi Empire Welcomes the Great Caravan" (all versions), "Caravan Tax Profits" (all versions), "Darker Designs", "Chinese Fireworks", "Benevolent Emperor", "Raid Plans"(all versions), " Mortal Combat", "Shi Weapons Trade", "The Power of Kung Fu", "Festival of Light", "Raid Profits", "Caravan Repair Costs", "Raid Failed", "Raid Investigation", "Investigation Results", "Evidence of Shi Involvement", "It Was Raiders!", "We're Not Alone!", " NCR Condemns the Emperor!", "Shi Did The Raids!", "NCR Diplomatic Demands", "Shi Pay Compensation" (both versions), "Shi Refuse to Pay", "Rangers Strike Back!", "Pioneer Alliance greets the Caravan" (all versions), "Pioneers Greet the Caravan" (all versions), "Travelers Arrive in Arroyo", "Arroyo Teachings", "Wastelands Knowledge", "Warrior Training", "Wastelands Equipment", " Herbal Secrets". 
    
            - X_Marks_The_Spot_Alpha.txt:
                - "Military Armory" (49007 and 49008): No longer gets the wrong model of Power Armor division         
    
            West_Politics.txt:
                - Pioneers will not send riders to Redding and Redding will not send riders to Pioneers if the End War is in effect. The previous hotfix ensured Pioneers could't do that but not vice-versa. That was causing issues with the End War. Now this is fixed.
        
        ministers:
            - Ministers_ITA.csv: Ministers "Elder Veers" and "General Sword" are now "Fair Inquisitor" (was Fair Judge) and "Exemplary Star Paladin" (was Charismatic Recruiter) respectively. This is because those ministers were giving manpower growth bonuses, and mp growth bonuses are pretty much haram for the Brotherhood of Steel now. They use new generic personalities unique for the Brotherhood. 
    
            - minister_personalities.txt: 
                - Added two new minister Personalities meant to be Brotherhood of Steel-only generics:
                    - Fair Inquisitor: Meant to replace the Fair Judge for ortodox Brotherhood chapters. Gives a manpower growth penalty (or better saying, no bonus at all in the 0% outsider chapters) in exchange for extra bonuses in defending against enemey spies and, less need to produce consumer goods and a supply consumption bonus.
                    - Exemplary Star Paladin: Meant to replace the Charismatic Recruiter. Instead of increasing manpower growth, reduces instead and in exchange gives bonuses to types of units the Brotherhood would use. I almost gave it a bonus for energy weapon brigades, but that would be too much.
                    - You can already see those two in-game in this version in the West BoS.
            - Ministers_SWE.csv: Hub/SWE Mininster range changed from +7001 to +700001. Old number conflicted with something else.
    
    
        units
    
            division_types.txt:
                - Changed Power Armor Division (d_rsv_33) name, shortname, desc and short_desc, in synch with changes to config/unit_names.csv:
                    name        = NAME_D_RSV_33 # Was NAME_PARMOR
                    short_name    = SNAME_D_RSV_33 # Was SNAME_PARMOR
                    desc        = LDESC_D_RSV_33 # Was LDESC_PARMOR
                    short_desc    = SDESC_D_RSV_33 # Was SDESC_PARMOR
                - Changed Alien Division (d_rsv_34) name, shortname, desc and short_desc, in synch with changes to config/unit_names.csv:
                    name        = NAME_D_RSV_34 # Was NAME_ALIEN
                    short_name    = SNAME_D_RSV_34 # Was SNAME_ALIEN
                    desc        = LDESC_D_RSV_34 # Was SDESC_ALIEN
                    short_desc    = SDESC_D_RSV_34 # WAS SDESC_ALIEN    
                    - d_rsv_34: list_prio    = 115 (was -1) 
                - d_rsv_35: Added proper data. Evolved Wannamingos can be used but not produced, for they are "evolved" throughy upgrades only.
                - d_rsv_36: Added Spiders.
    
            lista_divisiones:
                - Updated.
    
            brigade_modifiers.csv:
                - Brigade modifier rebalance redone. A quite extensive list of changes. Most brigades changed.
                - Re-did modifiers across the board. Some brigades received wholesale transplants from vanilla brigades, others were merely influenced. Some brigades had nothing at all. I have not touched brigades since 2018, and my last wholesale change of the brigades was quite imperfect and would be totally unbalanced with the new changes - like units being able to have two brigades.
                - Running contrary to the unit modifiers, brigade modifiers generally tends towards being weaker than before - especially for certain brigades that had immense bonuses and penalties, like Beasts, Engineers and Energy Weapons.
    
                    artillery/Artillery
                        - ATTACK Modifiers:
                            ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    5, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    -2, ATT_JUNGLE -3, ATT_SWAMP 0, ATT_URBAN 0, ATT_RIVER 0, ATT_SHORE    -15, ATT_FORT 5
                        - DEFENSE Modifiers:
                            DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    5, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 5, DEF_FOREST    0, DEF_JUNGLE -2, DEF_SWAMP    -3, DEF_URBAN 0
    
                        - MOVEMENT Modifiers:
                             MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY -3, MOV_NIGHT    0, MOV_PLAIN 0, MOV_DESERT 0, MOV_MOUNTAIN -5, MOV_HILL    -4, MOV_FOREST -4, MOV_JUNGLE -3, MOV_SWAMP    -4, MOV_URBAN    0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    5, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    -10, ATT_JUNGLE    -10, ATT_SWAMP 0, ATT_URBAN    0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 5
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    5, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 5, DEF_FOREST    -10, DEF_JUNGLE    -10, DEF_SWAMP -5, DEF_URBAN 0
                                
                            - MOVEMENT Modifiers:
                                MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0
    
                    sp_artillery/Elite Guards
                        - ATTACK Modifiers:
                            ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    0, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    0, ATT_JUNGLE 0, ATT_SWAMP 0, ATT_URBAN    0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 0
                        - DEFENSE Modifiers:
                            DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    0, DEF_JUNGLE 0, DEF_SWAMP 0, DEF_URBAN    0
                        - MOVEMENT Modifiers:
                            MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP    0, MOV_URBAN 0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    3, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    0, ATT_JUNGLE 0, ATT_SWAMP 0, ATT_URBAN    0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 0
                            - DEFENSE Modifiers:
                                DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    0, DEF_JUNGLE 0, DEF_SWAMP 0, DEF_URBAN    0
                            - MOVEMENT Modifiers:
                                MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0
    
                    rocket_artillery/Beasts
                        - ATTACK Modifiers:
                            ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 5, ATT_PLAIN    0, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    4, ATT_JUNGLE 12, ATT_SWAMP    8, ATT_URBAN 0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 0
                        - DEFENSE Modifiers:
                            DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 5, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    5, DEF_JUNGLE 15, DEF_SWAMP    10, DEF_URBAN 0
                        - MOVEMENT Modifiers:
                            MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN 0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 20, ATT_PLAIN -5, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST 20, ATT_JUNGLE 20, ATT_SWAMP 20, ATT_URBAN 0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 0
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 20, DEF_PLAIN 0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST 20, DEF_JUNGLE    20, DEF_SWAMP 20, DEF_URBAN 0
    
                            - MOVEMENT Modifiers:
                                MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0
    
                    sp_rct_artillery/Special Brigades
                        No change, Special Brigades don't have terrain modifiers per see.
    
                    anti_tank/Explosives
                        - ATTACK Modifiers:
                            ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    0, ATT_DESERT 0, ATT_MOUNTAIN 2, ATT_HILL 5, ATT_FOREST    -5, ATT_JUNGLE -5, ATT_SWAMP 0, ATT_URBAN 5, ATT_RIVER 0, ATT_SHORE    0, ATT_FORT    3
    
                        - DEFENSE Modifiers:
                            DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    -2, DEF_JUNGLE -6, DEF_SWAMP 0, DEF_URBAN 0
    
                        - MOVEMENT Modifiers:    
                            MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY -2, MOV_NIGHT    0, MOV_PLAIN 0, MOV_DESERT 0, MOV_MOUNTAIN -5, MOV_HILL    0, MOV_FOREST -4, MOV_JUNGLE -3, MOV_SWAMP -4, MOV_URBAN 0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT    0, ATT_PLAIN 0, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 5, ATT_FOREST -5, ATT_JUNGLE    -5, ATT_SWAMP 0, ATT_URBAN 15, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 3
    
                            - DEFENSE Modifiers:    
                                DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0
                                DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    -5, DEF_JUNGLE -5, DEF_SWAMP 0, DEF_URBAN 0
    
                            - MOVEMENT Modifiers:
                                MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT0 , MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0
    
                    light_armor_brigade
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    7, ATT_DESERT    10, ATT_MOUNTAIN    0, ATT_HILL    1, ATT_FOREST    -2, ATT_JUNGLE    -6, ATT_SWAMP    -4, ATT_URBAN    2, ATT_RIVER    0, ATT_SHORE    -12, ATT_FORT    0
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -10, DEF_SWAMP    -4, DEF_URBAN    3
                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -3, MOV_NIGHT    0, MOV_PLAIN    5, MOV_DESERT    5, MOV_MOUNTAIN    -5, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    -3, MOV_SWAMP    -4, MOV_URBAN    -3
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    20, ATT_DESERT    15, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -10, ATT_JUNGLE    -20, ATT_SWAMP    -20, ATT_URBAN    5, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    3
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -10, DEF_SWAMP    -10, DEF_URBAN    3
    
                            - MOVEMENT Modifiers:
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -5, MOV_NIGHT    0, MOV_PLAIN    15, MOV_DESERT    5, MOV_MOUNTAIN    -5, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    -3, MOV_SWAMP    -4, MOV_URBAN    -3
    
                    heavy_armor
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    5, ATT_DESERT    15, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -2, ATT_JUNGLE    -6, ATT_SWAMP    -4, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    -6, ATT_FORT    0
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    10, DEF_DESERT    15, DEF_MOUNTAIN    -3, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -4, DEF_SWAMP    -2, DEF_URBAN    0
                        - MOVEMENT Modifiers:                
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -3, MOV_NIGHT    0, MOV_PLAIN    5, MOV_DESERT    10, MOV_MOUNTAIN    -5, MOV_HILL    -2, MOV_FOREST    0, MOV_JUNGLE    -5, MOV_SWAMP    -2, MOV_URBAN    -2
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    25, ATT_DESERT    15, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    -20, ATT_SWAMP    -15, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    25, DEF_DESERT    15, DEF_MOUNTAIN    3, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -15, DEF_SWAMP    -10, DEF_URBAN    0
    
                            - MOVEMENT Modifiers:
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -5, MOV_NIGHT    0, MOV_PLAIN    10, MOV_DESERT    10, MOV_MOUNTAIN    -15, MOV_HILL    -5, MOV_FOREST    -10, MOV_JUNGLE    -15, MOV_SWAMP    -5, MOV_URBAN    -10
    
                    super_heavy_armor
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    5, ATT_DESERT    5, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -3, ATT_JUNGLE    -9, ATT_SWAMP    -6, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    -13, ATT_FORT    20
                            
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    -3, DEF_JUNGLE    -9, DEF_SWAMP    -6, DEF_URBAN    0
                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -20, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    -3, MOV_HILL    0, MOV_FOREST    -3, MOV_JUNGLE    -9, MOV_SWAMP    -6, MOV_URBAN    -6    
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    10, ATT_DESERT    5, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -2, ATT_JUNGLE    -9, ATT_SWAMP    -9, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    10
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    -5, DEF_JUNGLE    -20, DEF_SWAMP    -15, DEF_URBAN    0
                
                            - MOVEMENT Modifiers:
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -20, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    -10, MOV_HILL    -10, MOV_FOREST    -10, MOV_JUNGLE    -20, MOV_SWAMP    -20, MOV_URBAN    -30
    
                    armored_car
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    7, ATT_DESERT    10, ATT_MOUNTAIN    5, ATT_HILL    0, ATT_FOREST    -1, ATT_JUNGLE    -3, ATT_SWAMP    -5, ATT_URBAN    3, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
                            
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    14, DEF_DESERT    15, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    2, DEF_JUNGLE    0, DEF_SWAMP    -2, DEF_URBAN    6
                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -5, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    5, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    3, MOV_JUNGLE    0, MOV_SWAMP    -3, MOV_URBAN    5
    
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    15, ATT_DESERT    5, ATT_MOUNTAIN    5, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    -5, ATT_URBAN    3, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    -5, DEF_URBAN    3
    
                            - MOVEMENT Modifiers:
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -5, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    5, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    -5, MOV_SWAMP    -10, MOV_URBAN    5
    
                    anti_air
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    -5, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
                            
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    5, DEF_HILL    5, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0
    
                        - MOVEMENT Modifiers:    
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    -10, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    5, DEF_HILL    5, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0
    
                            - MOVEMENT Modifiers:
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                    police
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    5, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
                            
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    10
                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    5
    
                            - MOVEMENT Modifiers:
    
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                    engineer
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    9, ATT_HILL    6, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    9, ATT_RIVER    5, ATT_SHORE    10, ATT_FORT    15
                                
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    12, DEF_HILL    9, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    12
    
                            - MOVEMENT Modifiers:
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    5, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    5, MOV_HILL    3, MOV_FOREST    4, MOV_JUNGLE    7, MOV_SWAMP    6, MOV_URBAN    5
    
                            Was:
                                - ATTACK Modifiers:
                                    ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    10, ATT_HILL    10, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    20, ATT_RIVER    25, ATT_SHORE    0, ATT_FORT    5
    
    
                                - DEFENSE Modifiers:
                                    DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    15, DEF_HILL    10, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    15
    
                                - MOVEMENT Modifiers:
                                    MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    5, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    5, MOV_HILL    3, MOV_FOREST    5, MOV_JUNGLE    5, MOV_SWAMP    5, MOV_URBAN    5
    
                    naval_radar_s
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    1, ATT_SNOW    2, ATT_FROZEN    0, ATT_RAIN    3, ATT_STORM    1, ATT_MUDDY    0, ATT_NIGHT    2, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
                        
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    1, DEF_SNOW    2, DEF_FROZEN    0, DEF_RAIN    3, DEF_STORM    1, DEF_MUDDY    0, DEF_NIGHT    2, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0
                        - MOVEMENT Modifiers:
                        , MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    2, ATT_STORM    1, ATT_MUDDY    0, ATT_NIGHT    2, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0
    
                            - MOVEMENT Modifiers:
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0
                                MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                    naval_radar_l
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    2, ATT_SNOW    3, ATT_FROZEN    0, ATT_RAIN    4, ATT_STORM    2, ATT_MUDDY    0, ATT_NIGHT    3, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
        
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    2, DEF_SNOW    3, DEF_FROZEN    0, DEF_RAIN    4, DEF_STORM    2, DEF_MUDDY    0, DEF_NIGHT    3, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0
                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    3, ATT_STORM    1, ATT_MUDDY    0, ATT_NIGHT    3, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0
    
                            - MOVEMENT Modifiers:    
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                    cavalry_brigade
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    7, ATT_DESERT    0, ATT_MOUNTAIN    3, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    -3, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    -13, ATT_FORT    0
                            
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    5, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    -3, DEF_URBAN    0
    
                        - MOVEMENT Modifiers:    
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    7, ATT_DESERT    0, ATT_MOUNTAIN    3, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    -3, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    5, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    -3, DEF_URBAN    0
    
                            - MOVEMENT Modifiers:    
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
                    rsv_36
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    -6, ATT_SNOW    -4, ATT_FROZEN    0, ATT_RAIN    -3, ATT_STORM    -5, ATT_MUDDY    -5, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    -5, ATT_SWAMP    -3, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    -3, DEF_SNOW    -2, DEF_FROZEN    0, DEF_RAIN    -1, DEF_STORM    -2, DEF_MUDDY    -2, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -3, DEF_SWAMP    -2, DEF_URBAN    0
    
                        - MOVEMENT Modifiers:    
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
                        
    
                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    10, ATT_BLIZZARD    -15, ATT_SNOW    -10, ATT_FROZEN    0, ATT_RAIN    -10, ATT_STORM    -25, ATT_MUDDY    -5, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -5, ATT_JUNGLE    -5, ATT_SWAMP    -5, ATT_URBAN    10, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
                            - DEFENSE Modifiers:
                                DEF_CLEAR    10, DEF_BLIZZARD    -15, DEF_SNOW    -10, DEF_FROZEN    0, DEF_RAIN    -10, DEF_STORM    -25, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    -5, DEF_JUNGLE    -5, DEF_SWAMP    -5, DEF_URBAN    0
    
                            - MOVEMENT Modifiers:    
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
    
    
            modifiers.csv:
                - Fixed bug: There were two entries for CV, and CVL and CVE were in different places than they should be.
                - Unit modifier rebalance done. A quite extensive list of changes. Pretty much every unit affected.
                - Re-did modifiers across the board, using the DH Full modifiers as base to tweak and change values. I suspect unit modifiers have not been looked upon since the HOI2 era of the mod. 
                    - Where a division type did not have a 1:1 straight comparison to vanilla units, I compared their modifiers with infantry and their other vanilla equivalents - for example, there's no Ghouls in DH Full (unless there's something no one told me about the Hiroshima and Nagasaki bombings), so I'm comparing Ghouls with Human Regulars in the old values - for example, they have +10 ATT_RAIN than Regulars in the old model. So in the new model, I have FODD INF the value of their DH INF counterpart unit, because they're direct counterpart units - So INF/Regulars have -20 modifier for ATT_RAIN while CAV/Ghouls have -10.    
                    - Some FODD units also got modifiers from DH Full units. For example, FODD PARAs are a mix of vanilla PARAs, MTN and MAR, therefore I gave them new modifiers from all those three.
                - Terrain and climate Modifiers will generally be stronger and more important across the board. Be mindful of the terrain and weather you are fighting in, the units and brigades you are using. Failure to do so will cause failure and frustration.
                - Some terrain is actually easier to fight in now, like Frozen and Mountains. Some modifiers were stacking in a way that made certain places into massive grinders. 
                    - Ever wonder why fighting up there in the North against the Enclave and/or Polar Station Zeta usually results in super slow grinding wars? This is likely the reason. Still, do not understimate the cold and the ice.
                - Weather (Blizzard/Snow/Storm/Rain/Muddy) is different, more important distinctive.
                    - Most weather is generally as bad for attacker as for the defender, assuming equal conditions.
                    - Blizzard is far stronger and far severe now. The worst climate to be fighting in, but honestly - you are fighting in the middle of a Blizzard. What did you expect, cakewalk? Snowball fight? 
                    - Snow was nerfed. Before in FODD, Snow modifier ranged between -40/-60, now it ranges from -20/-40, while Blizzard ranges from -65/-85, a 45 points difference. I believe the intent is to make snow and blizzard more distinctive.
                     - Rain practically didn't matter in FODD. Now its something to take into consideration.
                     - Storm is now far stronger, the second worst weather modifier in general. 
                - In FODD/HOI2, a lot of defensive modifiers were represented as bonuses. In DH Full, these are usually represented as penalties, but DEF penalty is usually lower than ATT. This, I assume, is because warfare favours the defender, and because the old modifiers were making defense too easy. Another difference is that when looking at the old modifiers, I suspect the positive DEF modifiers combined with the negative ATT modifiers, were causing a lot of bad modifier stacking for attackers.
                    - Example: INF vs INF in Mountain terrain. Assume all else is equal.
                        - FODD: ATT_MOUNTAIN -50 vs 25 DEF_Mountain = Attacker has -75% disadvantage.
                        - DHFull: ATT_MOUNTAIN -40 vs -20 DEF_MOUNTAIN = Attacker has -20% disadvantage. 
                        - As you can see, it is a significative difference.
    
                INF/Human Regulars:
                    - Pretty much using the same modifiers as DH Full Infantry.
                    - The "baseline" unit, many other infantry units without straight vanilla equivalents (Irregulars/Ghouls/Super Mutants/Scouts) are compared to it. 
                    - Here's a neat little comparison between FODD and HOIDH Full:
                                  FODD INF vs DH INF
                        MODIFIER        INF    INF
    
                        DEF_CLEAR        0    0
                        DEF_BLIZZARD    -33    -85
                        DEF_SNOW        0    -40
                        DEF_FROZEN        20    -25
                        DEF_RAIN        0    -20
                        DEF_STORM        -10    -65
                        DEF_MUDDY        20    0
                        DEF_NIGHT        -33    -90
                        DEF_PLAIN        5    5
                        DEF_DESERT        -10    -65
                        DEF_MOUNTAIN    25    -20
                        DEF_HILL        5    4
                        DEF_FOREST        10    -7
                        DEF_JUNGLE        40    -58
                        DEF_SWAMP        20    -48
                        DEF_URBAN        33    -2
                        MOV_CLEAR        0    0
                        MOV_BLIZZARD    -70    -90
                        MOV_SNOW        -35    -20
                        MOV_FROZEN        -60    -15
                        MOV_RAIN        -10    -20
                        MOV_STORM        -25    -40
                        MOV_MUDDY        -50    -70
                        MOV_NIGHT        -15    -70
                        MOV_PLAIN        0    0
                        MOV_DESERT        -33    -25
                        MOV_MOUNTAIN    -33    -20
                        MOV_HILL        -15    -10
                        MOV_FOREST        -15    -15
                        MOV_JUNGLE        -33    -35
                        MOV_SWAMP        -33    -25
                        MOV_URBAN        0    -5    
    
    
                CAV/Ghouls:
    
                    - No longer have Movement Modifier bonuses compared to INF/Human Regulars. Ghouls are slowish, shuffling beings. They don't have much physical strength and while pretty ornery and robust, its more of an endurance than strength kind of toughness. They can barely run. I don't think their ornery constitution would translate to better travel in many enviroments. So, I've given Ghouls the same Movement Modifiers as Human Regulars for now, its their "one weakness". Not much of a difference I think, but you will probably see Ghoul nations expanding a little slower in general. 
    
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -65, ATT_SNOW    -20, ATT_FROZEN    -15, ATT_RAIN -15, ATT_STORM -55, ATT_MUDDY -10, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -50, ATT_MOUNTAIN -20, ATT_HILL -10, ATT_FOREST -15, ATT_JUNGLE -60, ATT_SWAMP -50, ATT_URBAN -15, ATT_RIVER -20, ATT_SHORE -50, ATT_FORT -25
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -50, ATT_SNOW    -40, ATT_FROZEN    -10, ATT_RAIN 0, ATT_STORM -20, ATT_MUDDY -50, ATT_NIGHT -70, ATT_PLAIN    0, ATT_DESERT -10, ATT_MOUNTAIN    -30, ATT_HILL -10, ATT_FOREST 0, ATT_JUNGLE    -5, ATT_SWAMP -10, ATT_URBAN -10, ATT_RIVER    -40, ATT_SHORE -40, ATT_FORT -10
                            
                            
                    - DEFENSE Modifiers:
                        DEF_CLEAR  0, DEF_BLIZZARD -80, DEF_SNOW -35, DEF_FROZEN -20, DEF_RAIN -15, DEF_STORM -60, DEF_MUDDY 0, DEF_NIGHT -85, DEF_PLAIN 5, DEF_DESERT -60, DEF_MOUNTAIN -15, DEF_HILL 9, DEF_FOREST -2, DEF_JUNGLE -51, DEF_SWAMP -43, DEF_URBAN 3
    
                        Was:
                            DEF_CLEAR    0, DEF_BLIZZARD    -28, DEF_SNOW 0, DEF_FROZEN    20, DEF_RAIN 0, DEF_STORM -10, DEF_MUDDY 20, DEF_NIGHT -28, DEF_PLAIN 5, DEF_DESERT    -5, DEF_MOUNTAIN 30, DEF_HILL 10, DEF_FOREST 15, DEF_JUNGLE    40, DEF_SWAMP 25, DEF_URBAN    38
                            
    
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD -90, MOV_SNOW -20, MOV_FROZEN -15, MOV_RAIN -25, MOV_STORM -40, MOV_MUDDY -70, MOV_NIGHT -70, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -20, MOV_HILL -10, MOV_FOREST -15, MOV_JUNGLE -35, MOV_SWAMP -25, MOV_URBAN -5
    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN -5, MOV_STORM    -15, MOV_MUDDY -40, MOV_NIGHT -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP -28, MOV_URBAN 10
    
    
                MOT/Raiders:
    
                    - Using same modifiers as DH FUll MOT.
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -25, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -65, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -35, ATT_MOUNTAIN -60, ATT_HILL    -20, ATT_FOREST    -30, ATT_JUNGLE    -75, ATT_SWAMP -65, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -40
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -20, ATT_MOUNTAIN -70, ATT_HILL    -30, ATT_FOREST    -30, ATT_JUNGLE    -40, ATT_SWAMP -40, ATT_URBAN -50, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10
                            
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    -56, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT    -30, DEF_MOUNTAIN -30, DEF_HILL    4, DEF_FOREST -9, DEF_JUNGLE -65, DEF_SWAMP    -55, DEF_URBAN    -2
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT 0, DEF_MOUNTAIN 25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE    40, DEF_SWAMP 20, DEF_URBAN    33
                            
    
    
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD -85, MOV_SNOW    -50, MOV_FROZEN    -30, MOV_RAIN -40, MOV_STORM -60, MOV_MUDDY    -95, MOV_NIGHT -80, MOV_PLAIN 0, MOV_DESERT    -10, MOV_MOUNTAIN -30, MOV_HILL    -15, MOV_FOREST    -30, MOV_JUNGLE    -70, MOV_SWAMP -40, MOV_URBAN -10
    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -60, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -15, MOV_MOUNTAIN -50, MOV_HILL    -25, MOV_FOREST    -25, MOV_JUNGLE    -50, MOV_SWAMP -50, MOV_URBAN -33                
    
                MECH/Robot Infantry:
    
                    - Not very changed, their original stats were just adapted from the original using INF as comparison.    
    
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -75, ATT_SNOW    -30, ATT_FROZEN    -15, ATT_RAIN -15, ATT_STORM -55, ATT_MUDDY    -10, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -65, ATT_MOUNTAIN -40, ATT_HILL    -20, ATT_FOREST    -25, ATT_JUNGLE    -70, ATT_SWAMP -60, ATT_URBAN -30, ATT_RIVER -20, ATT_SHORE    -50, ATT_FORT -30
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -60, ATT_SNOW    -50, ATT_FROZEN    -40, ATT_RAIN -5, ATT_STORM    -30, ATT_MUDDY -65, ATT_NIGHT -70, ATT_PLAIN 0, ATT_DESERT -25, ATT_MOUNTAIN -50, ATT_HILL -25, ATT_FOREST -10, ATT_JUNGLE -15, ATT_SWAMP -25, ATT_URBAN -25, ATT_RIVER    -40, ATT_SHORE -40, ATT_FORT -10
                            
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT -65, DEF_MOUNTAIN    -20, DEF_HILL 4, DEF_FOREST    -7, DEF_JUNGLE -58, DEF_SWAMP -48, DEF_URBAN -2
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT -10, DEF_MOUNTAIN    25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE 40, DEF_SWAMP    20, DEF_URBAN 33
                            
    
                    - MOVEMENT Modifiers:
    
                        MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -65, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -12, MOV_HILL -2, MOV_FOREST -10, MOV_JUNGLE -30, MOV_SWAMP -20, MOV_URBAN    -5
    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN -5, MOV_STORM    -15, MOV_MUDDY -40, MOV_NIGHT -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP -28, MOV_URBAN 0
                            
    
                L ARM/APCs and Tanks
    
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -50, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -65, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -30, ATT_MOUNTAIN -60, ATT_HILL    -20, ATT_FOREST    -35, ATT_JUNGLE    -75, ATT_SWAMP -65, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -40
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -10, ATT_MOUNTAIN -70, ATT_HILL    -30, ATT_FOREST    -30, ATT_JUNGLE    -40, ATT_SWAMP -40, ATT_URBAN -50, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10
                            
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -50, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    -56, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT    -18, DEF_MOUNTAIN -30, DEF_HILL    -3, DEF_FOREST -12, DEF_JUNGLE -65, DEF_SWAMP -55, DEF_URBAN -6
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT 0, DEF_MOUNTAIN 25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE    40, DEF_SWAMP 20, DEF_URBAN    33
                            
    
                    - MOVEMENT Modifiers: 
                        MOV_CLEAR 0, MOV_BLIZZARD 75, MOV_SNOW -20, MOV_FROZEN -10, MOV_RAIN -25, MOV_STORM    -40, MOV_MUDDY -90, MOV_NIGHT -85, MOV_PLAIN 0, MOV_DESERT 0, MOV_MOUNTAIN    -40, MOV_HILL -5, MOV_FOREST -15, MOV_JUNGLE -50, MOV_SWAMP    -60, MOV_URBAN -15
    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -70, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -15, MOV_MOUNTAIN -50, MOV_HILL    -25, MOV_FOREST    -25, MOV_JUNGLE    -50, MOV_SWAMP -50, MOV_URBAN -33
    
    
                ARM/Tankbots
    
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -40, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -65, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -15, ATT_MOUNTAIN -70, ATT_HILL    -30, ATT_FOREST    -40, ATT_JUNGLE    -80, ATT_SWAMP -70, ATT_URBAN -35, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -40
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -10, ATT_MOUNTAIN -50, ATT_HILL    -25, ATT_FOREST    -10, ATT_JUNGLE    -15, ATT_SWAMP -25, ATT_URBAN -25, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10
                        
    
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -25, DEF_FROZEN    -50, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    -56, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT    0, DEF_MOUNTAIN    -35, DEF_HILL -13, DEF_FOREST -14, DEF_JUNGLE -72, DEF_SWAMP -61, DEF_URBAN    -16
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT 0, DEF_MOUNTAIN 25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE    40, DEF_SWAMP 20, DEF_URBAN    33
                            
    
                    - MOVEMENT Modifiers: 
                        MOV_CLEAR 0, MOV_BLIZZARD -75, MOV_SNOW    -20, MOV_FROZEN    -10, MOV_RAIN -25, MOV_STORM -40, MOV_MUDDY    -90, MOV_NIGHT -85, MOV_PLAIN 0, MOV_DESERT    0, MOV_MOUNTAIN    -40, MOV_HILL -5, MOV_FOREST -15, MOV_JUNGLE -50, MOV_SWAMP    -60, MOV_URBAN -15
    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -50, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -25, MOV_MOUNTAIN -33, MOV_HILL    -15, MOV_FOREST    -15, MOV_JUNGLE    -33, MOV_SWAMP -33, MOV_URBAN -10
                            
    
                PARA/Scouts:
                    - PARA is FODD is a general purpose unit for Specialists, Elite Soldiers and Special Units, the works. 
                        - For example, Spetznaz, SEALs, Marines, GRUMEC, BOE, SAS, etc.
                        - In Fallout, we have the Nightkin, Rangers, Enclave Control Squad, Squad Sigma, etc.
                    - FODD PARA is a hybrid unit made of HOI2/DH PARA/MAR/MTN - so they're Paratrooper/Marine/Mountaineer hybrids, with the modifiers and abilities to match - good at shore attacks, paradroops, and in all enviroments.
                        - This also means I am rolling in ALL the neat bonuses that these units had into Scouts.
                    - Should be THE best unit when it comes to terrain modifiers - they're THE elite, after all. Other units might have an advantage in relation, when compared, but overall Scouts should be the best.
                    - Right now (FODD 2.4.1.1), PARA/Scouts in FODD are too equal to CAV/Ghouls and MTN/Mutants, these three units practically share the same modifiers. This is bad, every type of unit should be unique and distinctive, and while these three have different stats, they had almost all the same modifiers - granted, PARA was better in a few regards, but not much, really. This was changed.
                    - A lot of these stats will look like debuffs compared to the old ones (and they are), but in practice, everyone and almost everything got harsher modifier penalties across the board, so in practice, PARA is still getting buffed.
                    
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -65, ATT_SNOW    -20, ATT_FROZEN    -10, ATT_RAIN -10, ATT_STORM -50, ATT_MUDDY    -5, ATT_NIGHT -60, ATT_PLAIN 0, ATT_DESERT -50, ATT_MOUNTAIN -20, ATT_HILL -5, ATT_FOREST -15, ATT_JUNGLE -60, ATT_SWAMP -45, ATT_URBAN    -10, ATT_RIVER -10, ATT_SHORE -20, ATT_FORT    -20
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -50, ATT_SNOW    -40, ATT_FROZEN    -10, ATT_RAIN 0, ATT_STORM -20, ATT_MUDDY -50, ATT_NIGHT- 50, ATT_PLAIN    0, ATT_DESERT -10, ATT_MOUNTAIN    -30, ATT_HILL- 10, ATT_FOREST 0, ATT_JUNGLE    -5, ATT_SWAMP -10, ATT_URBAN -5, ATT_RIVER -20, ATT_SHORE -20, ATT_FORT    -10
                            
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -80, DEF_SNOW    -30, DEF_FROZEN    -15, DEF_RAIN -10, DEF_STORM -50, DEF_MUDDY    0, DEF_NIGHT -85, DEF_PLAIN 5, DEF_DESERT -59, DEF_MOUNTAIN    -15, DEF_HILL 10, DEF_FOREST -2, DEF_JUNGLE    -46, DEF_SWAMP -35, DEF_URBAN 3
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -28, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -28, DEF_PLAIN 5, DEF_DESERT -5, DEF_MOUNTAIN 30, DEF_HILL    10, DEF_FOREST 15, DEF_JUNGLE 40, DEF_SWAMP    25, DEF_URBAN 38
                            
    
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -25, MOV_MUDDY -65, MOV_NIGHT -60, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -10, MOV_HILL -5, MOV_FOREST -10, MOV_JUNGLE -25, MOV_SWAMP -15, MOV_URBAN    5 
    
                        Was:
                            MOV_CLEAR    0, MOV_BLIZZARD    -60, MOV_SNOW -25, MOV_FROZEN -50, MOV_RAIN    -5, MOV_STORM -15, MOV_MUDDY -40, MOV_NIGHT    -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP    -28, MOV_URBAN 10    
    
    
                MAR/Human Irregulars:
    
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -75, ATT_SNOW    -30, ATT_FROZEN    -20, ATT_RAIN -15, ATT_STORM -55, ATT_MUDDY    -15, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -30, ATT_MOUNTAIN -30, ATT_HILL    -15, ATT_FOREST    -15, ATT_JUNGLE    -40, ATT_SWAMP -30, ATT_URBAN -15, ATT_RIVER -25, ATT_SHORE    -50, ATT_FORT -30
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -60, ATT_SNOW    -50, ATT_FROZEN    -40, ATT_RAIN -5, ATT_STORM    -30, ATT_MUDDY -65, ATT_NIGHT -70, ATT_PLAIN 0, ATT_DESERT -30, ATT_MOUNTAIN -40, ATT_HILL -15, ATT_FOREST 0, ATT_JUNGLE -10, ATT_SWAMP    -15, ATT_URBAN -15, ATT_RIVER -40, ATT_SHORE -40, ATT_FORT -10
                            
    
                        
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -35, DEF_FROZEN    -25, DEF_RAIN -15, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN    5, DEF_DESERT -41, DEF_MOUNTAIN    -15, DEF_HILL 10, DEF_FOREST 10, DEF_JUNGLE    -16, DEF_SWAMP -9, DEF_URBAN 10
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT -5, DEF_MOUNTAIN 30, DEF_HILL    10, DEF_FOREST 10, DEF_JUNGLE 40, DEF_SWAMP    25, DEF_URBAN 33
                            
                        
    
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -65, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -12, MOV_HILL -5, MOV_FOREST -10, MOV_JUNGLE -30, MOV_SWAMP -20, MOV_URBAN    5
    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN -5, MOV_STORM    -15, MOV_MUDDY -40, MOV_NIGHT -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP -28, MOV_URBAN 10
                            
    
                MTN/Super Mutants
    
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -65, ATT_SNOW    -20, ATT_FROZEN    -15, ATT_RAIN -10, ATT_STORM -50, ATT_MUDDY    -10, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -50, ATT_MOUNTAIN -20, ATT_HILL    -10, ATT_FOREST    -15, ATT_JUNGLE    -60, ATT_SWAMP -50, ATT_URBAN -20, ATT_RIVER -15, ATT_SHORE    -50, ATT_FORT -15
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -50, ATT_SNOW    -40, ATT_FROZEN    -10, ATT_RAIN 0, ATT_STORM -20, ATT_MUDDY -50, ATT_NIGHT -70, ATT_PLAIN    0, ATT_DESERT -10, ATT_MOUNTAIN    -30, ATT_HILL -10, ATT_FOREST 0, ATT_JUNGLE    -5, ATT_SWAMP -10, ATT_URBAN -10, ATT_RIVER    -40, ATT_SHORE -40, ATT_FORT -10
    
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -80, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -15, DEF_STORM -55, DEF_MUDDY    0, DEF_NIGHT -85, DEF_PLAIN 5, DEF_DESERT -60, DEF_MOUNTAIN    -15, DEF_HILL 9, DEF_FOREST    -7, DEF_JUNGLE -51, DEF_SWAMP -40, DEF_URBAN 2
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -28, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN    0, DEF_STORM -10, DEF_MUDDY    20, DEF_NIGHT -28, DEF_PLAIN 5, DEF_DESERT -5, DEF_MOUNTAIN    30, DEF_HILL 10, DEF_FOREST    10, DEF_JUNGLE    40, DEF_SWAMP 25, DEF_URBAN    33
                            
    
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -65, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -12, MOV_HILL -5, MOV_FOREST -10, MOV_JUNGLE -30, MOV_SWAMP -20, MOV_URBAN    5
    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN -5, MOV_STORM    -15, MOV_MUDDY -40, MOV_NIGHT -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP -28, MOV_URBAN 10        
    
                GAR/Garrison
                    - Same as DH Full Garrison.
                    - ATTACK Modifiers:
    
                        ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -25, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -20, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -70, ATT_MOUNTAIN -40, ATT_HILL    -20, ATT_FOREST    -25, ATT_JUNGLE    -70, ATT_SWAMP -60, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -20
                        
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -25, ATT_MOUNTAIN -50, ATT_HILL    -25, ATT_FOREST    -10, ATT_JUNGLE    -15, ATT_SWAMP -25, ATT_URBAN -25, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10
    
                    - DEFENSE Modifiers:
    
                        DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT -65, DEF_MOUNTAIN    -20, DEF_HILL 4, DEF_FOREST    -7, DEF_JUNGLE -58, DEF_SWAMP -48, DEF_URBAN -2
                    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT -10, DEF_MOUNTAIN    25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE 40, DEF_SWAMP    20, DEF_URBAN 33
                            
    
                    - MOVEMENT Modifiers:
    
                        MOV_CLEAR 0, MOV_BLIZZARD -90, MOV_SNOW    -20, MOV_FROZEN    -15, MOV_RAIN -20, MOV_STORM -40, MOV_MUDDY    -70, MOV_NIGHT -70, MOV_PLAIN 0, MOV_DESERT    -25, MOV_MOUNTAIN -20, MOV_HILL    -10, MOV_FOREST    -15, MOV_JUNGLE    -35, MOV_SWAMP -25, MOV_URBAN -5
                    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -50, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -33, MOV_MOUNTAIN -33, MOV_HILL    -15, MOV_FOREST    -15, MOV_JUNGLE    -33, MOV_SWAMP -33, MOV_URBAN 10
    
    
                HQ/HQ: 
                    - Same as DH Full HQ.
                    - ATTACK Modifiers:
    
                        ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -25, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -20, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -70, ATT_MOUNTAIN -50, ATT_HILL    -20, ATT_FOREST    -30, ATT_JUNGLE    -70, ATT_SWAMP -60, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -20
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -20, ATT_MOUNTAIN -50, ATT_HILL    -25, ATT_FOREST    -10, ATT_JUNGLE    -33, ATT_SWAMP -33, ATT_URBAN -25, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10
    
                    - DEFENSE Modifiers:
    
                        DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT -65, DEF_MOUNTAIN    -25, DEF_HILL 4, DEF_FOREST    -9, DEF_JUNGLE -58, DEF_SWAMP -48, DEF_URBAN -2
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT -5, DEF_MOUNTAIN 25, DEF_HILL    5, DEF_FOREST 10, DEF_JUNGLE 40, DEF_SWAMP 20, DEF_URBAN 33
    
                    - MOVEMENT Modifiers:
    
                        MOV_CLEAR 0, MOV_BLIZZARD -90, MOV_SNOW    -20, MOV_FROZEN    -15, MOV_RAIN -20, MOV_STORM -40, MOV_MUDDY    -70, MOV_NIGHT -70, MOV_PLAIN 0, MOV_DESERT    -25, MOV_MOUNTAIN -20, MOV_HILL    -10, MOV_FOREST    -15, MOV_JUNGLE    -35, MOV_SWAMP -25, MOV_URBAN -5
                        
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -50, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -30, MOV_MOUNTAIN -33, MOV_HILL    -15, MOV_FOREST    -15, MOV_JUNGLE    -33, MOV_SWAMP -33, MOV_URBAN 10
    
    
                MIL/Mercenaries:
                    - Mercenaries had -15 ATT_PLAIN and -10 DEF_PLAIN, making them weaker on plains than everyone else. This was a mistake transposed from DH Full MIL when we transposed the old Modifier file to 1.03, and turns out this was massively nerfing any sort of merc unit without me knowing, weakening who knows how many nations (and Marauders for sure). Fixed henceforth. Expect stronger marauders in plains.
                    - Same as DH INF, just like FODD INF now.
                    - For now, will change in the future when I split the two types of Mercenary into their own units. Then, Scum Mercs will have modifiers similar or comparable to that of Irregulars, and normal Mercenaries as a new unit will be comparable to Regulars in modifiers.
    
                    - ATTACK Modifiers:
    
                        ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -25, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -20, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -70, ATT_MOUNTAIN -40, ATT_HILL    -20, ATT_FOREST    -25, ATT_JUNGLE    -70, ATT_SWAMP -60, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -60, ATT_FORT -30
    
                        Was: 
                            ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN -15, ATT_DESERT -30, ATT_MOUNTAIN    -50, ATT_HILL -25, ATT_FOREST -10, ATT_JUNGLE -15, ATT_SWAMP -25, ATT_URBAN    -25, ATT_RIVER -50, ATT_SHORE -50, ATT_FORT    -10
                            
    
                    - DEFENSE Modifiers:
    
                        DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT -65, DEF_MOUNTAIN    -20, DEF_HILL 4, DEF_FOREST    -7, DEF_JUNGLE -58, DEF_SWAMP -48, DEF_URBAN -2
    
                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN -10, DEF_DESERT    -10, DEF_MOUNTAIN 25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE    40, DEF_SWAMP 20, DEF_URBAN    33
                            
    
                    - MOVEMENT Modifiers:
    
                        MOV_CLEAR 0, MOV_BLIZZARD -90, MOV_SNOW    -20, MOV_FROZEN    -15, MOV_RAIN -20, MOV_STORM -40, MOV_MUDDY    -70, MOV_NIGHT -70, MOV_PLAIN 0, MOV_DESERT    -25, MOV_MOUNTAIN -20, MOV_HILL    -10, MOV_FOREST    -15, MOV_JUNGLE    -35, MOV_SWAMP -25, MOV_URBAN -5
    
                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -50, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -33, MOV_MOUNTAIN -33, MOV_HILL    -15, MOV_FOREST    -15, MOV_JUNGLE    -33, MOV_SWAMP -33, MOV_URBAN 10
    
                d_rsv_33/Power Armor:
    
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -75, ATT_SNOW    -30, ATT_FROZEN    -15, ATT_RAIN -10, ATT_STORM -55, ATT_MUDDY    -10, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -60, ATT_MOUNTAIN -30, ATT_HILL    -10, ATT_FOREST    -15, ATT_JUNGLE    -60, ATT_SWAMP -50, ATT_URBAN -20, ATT_RIVER -20, ATT_SHORE    -50, ATT_FORT -10
    
                        Was:
                            ATT_CLEAR 0, ATT_BLIZZARD -60, ATT_SNOW    -50, ATT_FROZEN    -40, ATT_RAIN 0, ATT_STORM -30, ATT_MUDDY -65, ATT_NIGHT -70, ATT_PLAIN    0, ATT_DESERT -20, ATT_MOUNTAIN    -40, ATT_HILL -15, ATT_FOREST 0, ATT_JUNGLE    -5, ATT_SWAMP -15, ATT_URBAN -15, ATT_RIVER    -40, ATT_SHORE -40, ATT_FORT -10
                        
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -75, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN 0, DEF_STORM -55, DEF_MUDDY 0, DEF_NIGHT -80, DEF_PLAIN 5, DEF_DESERT    -55, DEF_MOUNTAIN -15, DEF_HILL    9, DEF_FOREST -2, DEF_JUNGLE -58, DEF_SWAMP    -48, DEF_URBAN 6
    
                            Was:
                                DEF_CLEAR 0, DEF_BLIZZARD -23, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    0, DEF_MUDDY 20, DEF_NIGHT -23, DEF_PLAIN 5, DEF_DESERT    0, DEF_MOUNTAIN    30, DEF_HILL 10, DEF_FOREST    15, DEF_JUNGLE 40, DEF_SWAMP 20, DEF_URBAN 40
                                
    
                    - MOVEMENT Modifiers:
    
                        MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -20, MOV_FROZEN    -5, MOV_RAIN -10, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -60, MOV_PLAIN 5, MOV_DESERT -12, MOV_MOUNTAIN -10, MOV_HILL 0, MOV_FOREST -5, MOV_JUNGLE    -25, MOV_SWAMP -15, MOV_URBAN 0
    
                            Was:
                                MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN 0, MOV_STORM -15, MOV_MUDDY -40, MOV_NIGHT -5, MOV_PLAIN 5, MOV_DESERT -20, MOV_MOUNTAIN -23, MOV_HILL -5, MOV_FOREST    -5, MOV_JUNGLE -23, MOV_SWAMP -23, MOV_URBAN 0
    
                d_rsv_34 and d_rsv_35/Wanamingos and Evolved Wanamingos:
                    - Literally 0 in everything. Now has actual modifiers, using Irregulars as base but with extra factors.
                    - No Night penalties (Wanamingos don't even have eyes)
                    - Bonuses on mountains and hills
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -40, ATT_SNOW    -30, ATT_FROZEN    -20, ATT_RAIN -15, ATT_STORM -30, ATT_MUDDY    0, ATT_NIGHT 0, ATT_PLAIN 0, ATT_DESERT    -30, ATT_MOUNTAIN 0, ATT_HILL -15, ATT_FOREST 0, ATT_JUNGLE    -20, ATT_SWAMP -15, ATT_URBAN 0, ATT_RIVER -25, ATT_SHORE -50, ATT_FORT    -10. Was literally 0 to all those,  before.
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -65, DEF_SNOW -35, DEF_FROZEN -25, DEF_RAIN -15, DEF_STORM -55, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN 5, DEF_DESERT    -41, DEF_MOUNTAIN 0, DEF_HILL 10, DEF_FOREST 15, DEF_JUNGLE    -6, DEF_SWAMP 4, DEF_URBAN 15. Was literally 0 to all those,  before.
    
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD -20, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -20, MOV_MUDDY -55, MOV_NIGHT 0, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN 3, MOV_HILL -5, MOV_FOREST -10, MOV_JUNGLE -20, MOV_SWAMP -15, MOV_URBAN 10. Was literally 0 to all those,  before.            
    
                Spiders/d_rsv_36:
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -25, ATT_FROZEN    -20, ATT_RAIN -10, ATT_STORM -50, ATT_MUDDY    -15, ATT_NIGHT -75, ATT_PLAIN 0, ATT_DESERT    -25, ATT_MOUNTAIN -20, ATT_HILL    -10, ATT_FOREST    -8, ATT_JUNGLE -30, ATT_SWAMP -23, ATT_URBAN -5, ATT_RIVER -25, ATT_SHORE    -50, ATT_FORT -20
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD -70, DEF_SNOW    -25, DEF_FROZEN    -10, DEF_RAIN -10, DEF_STORM -50, DEF_MUDDY    0, DEF_NIGHT -37, DEF_PLAIN    5, DEF_DESERT -12, DEF_MOUNTAIN    -10, DEF_HILL 10, DEF_FOREST 10, DEF_JUNGLE    -15, DEF_SWAMP -9, DEF_URBAN 15
    
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -65, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -7, MOV_HILL -5, MOV_FOREST 0, MOV_JUNGLE -20, MOV_SWAMP -10, MOV_URBAN    15
    
    
            brigades:
    
                Changed stats in the following files to bring them in-line with the Combat fix:
    
                    - anti_air.txt: 
                        - No longer increases or decreases Defensive or Offensive Vulnerability (defensiveness/toughness), as it does not fit the new model of combat.
                        - However, they do decrease airdefence still - because putting up loads of lead in the air IS a form of airdefence (like how flakguns work).
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete model
    
                    - anti_tank.txt:
                        - All attachments no longer have -defensiveness and -toughness stats. In short, having anti-tank weapons no longer make your units have less Defensive/Offensive Vulnerability and therefore take less damage faster.        
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 
    
                    - armored_car.txt:
                        - New defensive stats:
                                defensiveness     = 9 
                                toughness         = 10 
                                airdefence         = 4 
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 
                                
                    
                    - artillery.txt:
                        - Increased numbers of Robo-Artillery units. From 10 to 25.
                        - Artilley models no longer decrease defensive and offensive vulnerability. Rather, because they result in more men being added to the unit, they increase them.
                        - Model changes:
                            - Apocalyptic Heavy Company (art-1)
                                defensiveness                    = 9 # was -8
                                toughness                        = 10 # was -5
                                airdefence                         = 4 # was 0
                            - 40mm Mortar Company (art-2)    
                                defensiveness                    = 9 # was -10
                                toughness                        = 10 # was -7
                                airdefence                         = 4 # was 0
                            - 60mm Mortar Company (art-3)
                                defensiveness                    = 9 # was -12
                                toughness                        = 10 # was -9
                                airdefence                         = 4
                            - 80mm Mortar Company (art-4)
                                defensiveness                    = 9 # was -14
                                toughness                        = 10 # was -11
                                airdefence                         = 4
                            - 120mm Mortar Company (art-5)    
                                defensiveness                     = 13 # was -16
                                toughness                         = 15 # was -13 
                                airdefence                         = 5 
                            - 75mm Howitzer Company (art-6)
                                defensiveness                     = 17 # was -18
                                toughness                         = 20 # was -15 
                                airdefence                         = 7    
                            Robo Light Mortars (art-8)
                                defensiveness                    = 10 # was -7
                                toughness                        = 10 # was -7
                                airdefence                         = 4
                            Robo Heavy Mortars (art-9)
                                defensiveness                    = 10 # was -10
                                toughness                        = 10 # was -10
                                airdefence                         = 4
                            Robo Field Howitzers (art-10)
                                defensiveness                    = 10 # was -20
                                toughness                        = 10 # was -20
                                airdefence                         = 4            
                        - New upgrade and reinforcement stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models         
    
                    - b_rsv_36.txt:
                        - No longer have any defensive bonuses. Not even airdefence, in order to set them apart from machineguns.
                        - New upgrade and reinforcement stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models     
                        - Energy Weapon equipment numbers now 25 (was 40), to correspond correctly with the numbers used by other weapons-only attachments.        
    
                    cavalry_brigade.txt:
                        - Finally functional, thanks to Arcangelus!
                        - Removed defensiveness and toughness penalties. They do not add more men, only 100 horses, giving us a unit fully mounted on horses.
                            
                    - engineer.txt:
                        - Engineer Brigades no longer decrease defensive vulnerability, however they still retain the Air Vulnerability decrease.
                        - Model Changes:
                            - Apocalyptic Engineers (Eng-1)
                                defensiveness                    =  9 # was -8
                                toughness                         =  10
                            - Improved Engineers (Eng-3)
                                defensiveness                    =  9 # was -12
                                toughness                         =  10
                            - Assault Engineers (Eng-3)
                                defensiveness                    = 17 # was -16
                                toughness                        = 20 # was -8
                            - Rat Scouts (Eng-5)
                                - No longer gets -4 defensiveness/Defensive Vulnerability and toughness/Offensive Vulnerability. However, while they lose the bonus, they don't gain vulnerability either, because rat dig-hide, yes-yes?
                                - Rat Scouts now properly tracked as "beasts" instead of manpower - they're not men.
                            - Robo Engineers (Eng-7)
                                defensiveness                    = 4 # was -5
                                toughness                        = 4 # was -5    
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 
    
                    - heavy_armor.txt:
                        - Model Changes:
                            MG Buggies:
                                defensiveness                =  9 # was -5
                                toughness                    = 10 # was -10
                                airdefence                     =  4 
                            Missile Buggies:
                                defensiveness                =  9 # was -10
                                toughness                    = 10 # was -15
                                airdefence                     =  4     
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models     
    
                    - light_armor_brigade.txt:
                        - Stat changes per model:
                            - Waste Cavalry:
                                defensiveness                     =  -2
                                toughness                        =  -2
                                airdefence                         =  -1
                                equipment = { manpower = 25 horses = 70 } # Increased horse numbers to account for the fact an entire division will mount horses. Plus a few spares because bringing spare horses for extra speed is a thing.
                            - Pick-ups:
                                maxspeed                        =  9 # was 3
                                defensiveness                    = -3 # was -5
                                toughness                        = -4 # was -5
                                airdefence                         = -1
                                fuelconsumption                    =  3.6 # was 1.2
                            - Armed Pick-ups:
                                maxspeed                        =  9 # was 3
                                defensiveness                    = -3 # was-5
                                toughness                        = -4 # was -10
                                airdefence                         = -1    
                                fuelconsumption                    = 5.4 # was 1.8
                            - Trucks:
                                maxspeed                        =  12 # was 4 
                                defensiveness                    = -3 # was -5
                                toughness                        = -4 # was -5
                                airdefence                         = -1        
                                fuelconsumption                    =  4.8 # was 1.2
                            - Man Portable Flight Packs:
                                maxspeed                        =  15 # was 5. gave this an extra bonus because its such an obscure
                                fuelconsumption                    = 12 # was 0.8        
                        - New upgrade and reinforcement stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 
                            
    
                    - police.txt:
                        - New defensive stats:
                            - Rangers, Guards and Mutant Police models:
                                defensiveness     = 9 
                                toughness         = 10 
                                airdefence         = 4 
                            - Robo-Police models:
                                defensiveness     = 4
                                toughness         = 4
                                airdefence         = 2
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 
    
                    - rocket_artillery.txt:
                        - Beasts now give vulnerabilities due to more units on battlefield. However, dogs have a -50% bonus due to their smaller size, Robo-Dogs use robot stats as a base plus -50% dog bonus, Rat Swarms are immune for their own reasons, while Floaters and Centaurs and Deathclaws have vulnerabilities increase (Wild Deathclaws get +10 because they're wild), but they are such dangerous creatures that the numbers are smaller.
                        Model changes:
                            Wild Dogs and Trained dogs:
                                defensiveness                     = 4
                                toughness                         = 5
                                airdefence                         = 1
                                equipment = { floatplane = 25 } # Beasts
                            Rat Swarms:
                                - No longer have their defensiveness and toughness bonuses (-5 both). However, due to rats being underground creatures that like to hide, they cause gain no defensive penalties either - they won't be present in the open field for most of the battle.
                                equipment = { floatplane = 100 } # Beasts. Rats are numerous
                            Robo-Dogs:
                                defensiveness                    = 3 # was -5. Based on robot stats
                                toughness                        = 3 # was -5. Based on robot stats
                                airdefence                         = 1    
                                equipment = { floatplane = 25 } # Beasts
                            Centaurs + Floaters:
                                defensiveness                    =  3 # was -5
                                toughness                        =  3 # was -10
                                airdefence                         =  1    
                            Wild deathclaws:
                                defensiveness                    =  10 # due to being wild and pretty much uncontrolled
                                toughness                        =  4 # was -10
                                airdefence                         =  1    
                            Trained deathclaws:
                                defensiveness                    =  3 # was 0
                                toughness                        =  4 # was -15
                                airdefence                         =  1        
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models         
                        
    
                    -sp_artillery.txt:
                        - Model changes:
                            - Elite Guard and Imp. Elite Guard:
                                defensiveness         = 17
                                toughness             = 20
                                airdefence            = 7
                            - Adv. Elite Guard:
                                defensiveness         = 25 # was -5
                                toughness             = 30 # was -5
                                airdefence            = 10 # was -1. was -10
                            - Steel Guardians:
                                defensiveness         = 4 # was -20
                                toughness             = 4 # was -20
                                airdefence            = 2 # was -1. was -10        
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 
    
                    - sp_rct_artillery.txt:
                        - Shamans:
                            - Shamans don't get the defensiveness/toughness penalties from being 75 men, because they can read the omens of fate and therefore avoid heavy combat as needed.
                            - Shamans now have -2 airdefense (was -20)
                        - Chi Masters:
                            - Chi Masters now get vulnerability penalties from their numbers (50 men), however their use of ki compensates for it and their old bonus diminishes the penalty.
                            defensiveness                =  12 # was -5
                            toughness                    =  15 # was -5
                            airdefense                     =  2    
                        - Ghoul Snipers:
                            defensiveness                =  -6 # was -15. The penalty for more men - old bonus. Ghouls defense advantage
                            toughness                     =  10 (ghouls suck at the offensive)
                            airdefence                     =  -2 (ghoul caution, perception and luck help avoid air attacks        
                        - Advanced Cyborgs: 
                            defensiveness            =  -13 # was -20
                            toughness                =  -13 # was -20
                            airdefence                =  -5  # Was -2 .Was -20    
                        - Nightkin: 
                            - Retains defensiveness bonuses in order to despict the fact they are invisible
                            - fuelconsumption =  5 # was 0.5. Needs constant batteries to keep invisible
                            - now has -2 airdefense (was -20). Can't bomb what you can't see.        
                        - Omega Company:
                            defensiveness                =  -4 # was -30
                            #toughness                    = -30 - no more toughness because the penalty was cancelled by the old bonus
                            airdefence                    =  -2 # was -5. Was -50
                        - Hero Companions:
                            defensiveness                =  19 # was -25
                            toughness                    =  25 # was -25
                            airdefence                    =  5.6 # was-2. Was -20
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models     
    
                    - super_heavy_armor.txt:
                        - Now has equipment = { medium_armor = 1 }. Its that strong.
                        - No longer has -defensiveness and -toughness bonuses, but unlike most battalions with such firepower, it gives no defensiveness or toughness penalties either. 
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models     
    
                    -tank_destroyer.txt:
                        - Stat changes to all units minus Fighting Plants:
                            defensiveness                    =  -5 # was -20
                            airdefence                        =  -2 # Was -3. Was -30
                            equipment                        = { manpower = 25 equipment = 5 }
                        - Fighting Plants lost defensiveness bonus, but take no penalties either.
                        - Fighting Plants now tracked in casualties as beasts. Yes, I know they are plants, but "Beasts" in the closest thing I could find.    
                        - New upgrade stats:
                            upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models             
        
            divisions:
                - Added upgrade_time_boost stat to all divisions. For the moment, upgrade_time_boost = no for all units. Why? Because Fallout that's why. People should't be going around with top-gen homogenous armies. Plus, between the current decrease in the previous stats and sliders, there are enough upgrade bonuses already. Subject to change.    
                - Human Regular/Ghoul difference in offensive and deffensive (represented by humans having +toughness and ghoul equivalents having +defensiveness) are now going to be handled by terrain modifiers, because it doesn't make sense with the new "Diminishing Returns" model of Defensive/Offensive Vulnerability.    
                - Vehicles now have 2x to x3 more speed and around double-triple their old fuel consumption. Vehicles will be far more useful and blitz-capable now. They will also guzzle more fuel, This will also make energy cells more precious and require the use of energy to make more, and I'm all for more resource scarcity.
                - All speed_caps by brigade LIFTED. No brigade will speed cap any unit. Now that most land units can have two brigades, GO WILD and tell me what combinations you guys did. I will probably re-add brigade speedcaps not on the unit models themselves, but on the brigades in the future, which allows me to speedcap any brigade, rather than the old obsolete speedcap model. But go nuts first and I will see what is reasonable and what is not later.
    
            
                Changed stats in the following files to bring them in-line with the Combat fix:
                    - armor.txt
                    - battlecruiser.txt
                    - battleship.txt
                    - bergjaeger
                    - carrier.txt
                    - cas.txt
                    - cavalry.txt
                    - destroyer.txt
                    - d_rsv_33.txt
                    - d_rsv_34.txt
                    - garrison.txt
                    - heavy_cruiser.txt
                    - hq.txt
                    - infantry.txt
                    - interceptor.txt
                    - light_armor.txt
                    - light_cruiser.txt
                    - marine.txt
                    - machanized.txt
                    - militia
                    - motorized.txt
                    - multi_role.txt
                    - nuclear_submarine.txt
                    - paratrooper.txt
                    - strategic_bomber.txt
                    - submarine.txt:
                    - tactical_bomber.txt
                    - transport.txt
                    - transport_plane.txt
    
                - armor.txt:
                    - Equipment number is now 5 tankbots. It makes zero sense for it to be 32, its too many compared to the other tank units.
                    - Model 4 (Superior Tankbots) and Model 6 (Heavy Tankbots) speed increased to match Fast Tankbots. Before, Fast Tankbots had 9 speed, and the next two models 6. This makes no sense. Now they all have the same speed. Will change back if its intended.
                    - maxspeed of all but the first two models of tankbot doubled: Now 4/4/10/12/18/18/18. Was 4/4/5/6/9/6/6. Note that the first two models did not have their speeds altered - the intent of their creator was clearly for them to be as slow as Robot Infantry and Large Walking Robots, pretty much large labour machines used in battle. The first tankbot model is the one that is finally meant to be a weapon of war, the first "real" tankbot.
                    - Fuel comsumption increases, Was 1/1.20/1.60/2/2.40/2.60/3.00. These amounts are too low, even compared to the original values most armored units in the mod had. New values are:
                        - Loader Robots - 1: 1 (unchanged)
                        - Armed Loader Robots - 2: 1.20 (unchanged)
                        - Tankbots - 3: 8 (x5)
                        - Armed Tankbots - 4: 10 (x5)
                        - Fast Tankbots - 5: 12 (x5)  
                        - Superior Tankbots - 6: 13 (x5)
                        - Heavy Tankbots - 7: 15 (x5)
                        - Note: The first models did not gain speed bonuses, therefore they remain being slow and do not spend many fusion cells. Like I said earlier, not real tankbots.
                    - New default defensive stats across all models:
                        defensiveness             = 20
                        toughness                = 20
                        airdefence                = 8
                    - New no_fuel_combat_mod, upgrade and reinforcement stats:
                        no_fuel_combat_mod         = -0.4 # Unable to fight properly without fuel, heaviest tank type
                        reinforce_cost             = 0.75            
                        reinforce_time            = 0.60    
                        - The first two models have a no_fuel_combat_mod = -0.2. This is because they are not true tankbots yet.
    
                - battlecruiser.txt:
                    - seadefence and airdefense model changes:
                        seadefence: 21/19/17/16/13 (was 4/6/8/9/12)
                        airdefence: 9/8/6/5/4 (was 3/4/6/7/8)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models        
    
                - battleship.txt:
                    - seadefence and airdefense model changes:
                        seadefence: 5/1 (was 20/24)
                        airdefence: 4/3 (was 8/9)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models            
    
                - bergsjaeger.txt:
                    - Super Mutants can now use three brigades, instead of two. This is probably going to be ridiculously broken, enjoy before the nerf. Get me some feedback later on.
                    - The morale progression of Super Mutant models is bugged: 40-45-60-50-55-60. There's a strange rise to 60 morale for the Improved Battalion, but it falls in the Advanced Battalion model and only returns to 60 in the last model. Changed models to be 40-45-50-55-55-60, which makes far more sense.
                    - New default defensive stats across all models:
                        defensiveness             = 40
                        toughness                = 35
                        airdefence                = 14
                        - Super Mutants have inverted defensive stats because if someone should be better on attack than defense, its the SUPER Mutants. 
                    - New upgrade and reinforcement stats:
                        reinforce_cost             = 0.33        
                        reinforce_time            = 0.45
                        
                - cavalry.txt:
                    - defaultorganisation: Was 35-55-65-65-70 in the model sequence. Aside from the first model, Ghouls are clearly meant to have more organization than Regulars. So I've changed it to 35-55-65-75-80.
                    - New default defensive stats across all models:
                        defensiveness             = 35
                        toughness                = 40
                        airdefence                = 14
                    - Note: Difference between Ghouls and Human regulars on the offensive and defensive will no longer be despicted on models, because the new defense model does not portray it properly. Instead, modifiers shall do it. Ghouls and Regulars have the same numbers, this is why they have the same defensive stats.    
                    - New upgrade and reinforcement stats:
                        reinforce_cost             = 0.33        
                        reinforce_time            = 0.45
                    
                - carrier.txt:
                    - seadefence and airdefense model changes:
                        seadefence: 11 (was 14)
                        airdefence: 8 (was 4)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models            
    
                - cas.txt:    
                    - Attack Helicopters units now have a quantity of 5 helicopters and 10 manpower. This is more logical for post-apoc.
                    - surfacedefense and airdefense model changes:
                        surfacedefence: 20/19/18 (was 2/3/4)
                        airdefence: 10/8/6 (was 12/14/16)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.50        
                        reinforce_time                    = 0.60
                        upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models
    
                    
                - d_rsv_33.txt:
                    - softattack of Ghoul and Human PA lowered from 32 to 24 due to new scheme of PA balancing involving planned PA models and new model dictating how defensive stats work. Also, it will likely be compensated by the extra brigade.
                    - Power Armor units now use only 3 manpower and only have 75 men. This is partly due to the new combat changes, and partly to make them more elite and encourage low-manpower industrial warfare. Subject to changes in the future.
                    - Now properly includes Power Armor equipment. Now these suits show up in casualties.
                    - Now able to use 3 brigades (before could only use 2), same for Super Mutants. Will probably be cheesy as all hell. Go nuts, tell me what combinations you guys make.
                    - New defensive stats:
                        - Powered Marines:
                            defensiveness     = 30 
                            toughness         = 25 
                            airdefense         = 12
                        - Powered Ghoul Marines:    
                            defensiveness     = 25
                            toughness         = 30 
                            airdefense         = 10
                        - Human Powered Armor units are superior on the offensive, while ghouls are better on the defensive, as they were before.
                    - Both human and ghoul Power Armor models now spend 4 fuel. The ghoul model only spent 1 for some reason.        
                    - Upgrade and reinforcement stats:
                        reinforce_cost                 = 0.75            
                        reinforce_time                = 0.60    
                        upgrade_time_boost             = no # Do not reduce upgrade time on obsolete models        
                    - Softness of both models is now 45, both to make them stronger and allow the use of the Combined Arms Modifier.
    
    
                - d_rsv_34.txt:    
                    - Wannamingos/Aliens now show up as Beast equipment in casualty tracker. Each division has 25 Wannamingos - they really don't need many to kill you, they're that dangerous.
                    - The vulnerabilities are also meant to be low, to make them more powerful and dangerous.
                    - New defensive stats for Wannamingos:
                        defensiveness     = 9  
                        toughness         = 9 
                        airdefense         = 3 
                    - New upgrade and reinforcement stats:
                        upgrade_cost_factor     = 2 # Was 1
                        upgrade_time_factor     = 2 # Was 1
                        reinforce_cost             = 0.33    
                        reinforce_time            = 0.45
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models
    
                - d_rsv_35.txt:    
                    - Evolved Wanamingos are the old stronger Wanamingo units. They're now in a different division as their normal wanamingo cousins and their wanamingo cousins evolve to Evolved forms, but this is different from normal units - they can only be evolved to, not built. These units represent the Wanamingos growing stronger and evolving as they get older and obtain more mutations, and put their enemies on a clock.
                    - Evolved Wannamingos/Aliens now show up as Beast equipment in casualty tracker. Each division has 25 Wannamingos - they really don't need many to kill you, they're that dangerous.
                    - The vulnerabilities are also meant to be low, to make them more powerful and dangerous.
                    - New defensive stats for Evolved Wannamingos:
                        defensiveness     = 9  
                        toughness         = 9 
                        airdefense         = 3 
                    - New upgrade and reinforcement stats:
                        upgrade_cost_factor     = 2 # Was 1
                        upgrade_time_factor     = 2 # Was 1
                        reinforce_cost             = 0.33    
                        reinforce_time            = 0.45
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models
    
                - d_rsv_36.txt:    
                    - New default defensive stats for Spiders:
                        defensiveness             = 9
                        toughness                = 9
                        airdefence                = 3
                    - Spiders losses are now tracked with the new "Beasts" equipment and no longer as "manpower", because obviously Spiders aren't men (unless they are fielding Driders?).     Almost did the same for Rad-Zombies but I think its more tragic if they get counted as manpower.
    
                - destroyers.txt:
                    - seadefence and airdefense model changes:
                        seadefence: 24/23/22 (was 1/2/3)
                        airdefence: 11/10/10 (was 1/2/2)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
                            
    
                - garrison.txt:
                    - Garrisons can now use two brigades rather than one. 
                    - Advanced Garrison (Gar-3) had 160 personnel instead of the proper 100. Fixed.    
                    - New upgrade and reinforcement stats:
                        reinforce_cost             = 0.15    
                        reinforce_time            = 0.75
                        - Garrisons are cheap to reinforce, but take longer than line infantry.
                    - New default defensive stats across all human garrison:
                        defensiveness             = 35
                        toughness                = 40
                        airdefence                = 14
                    - New default defensive stats for robot garrisons (robots always have matching defensive stats):
                        defensiveness             = 35
                        toughness                = 35
                        airdefence                = 14    
                    - Robot Garrisons:
                        no_supplies_combat_mod  = -0.1 # Need less supplies than humans due to being a robot.
                        no_fuel_combat_mod         = -0.2 # Robots need energy and energy cells
                        This is because robots are, like vehicles energy-dependant units who need some source of energy to work with, such as fusion cells and batteries. Normally for units devoid of fuel and supplies, the penalty is reversed (-0.2 or -20% for no supplies and -0.1 or -10% for fuel). For robots, its inverse because robots don't need to eat and drink, but they need electricity to function. Without energy cell supply, they need to enter energy conservation mode, and that translates to weaker energy weapons and less energy for sensors and such.
    
                - heavy_cruiser.txt:
                    - airdefence progression went 8/7. Is now 8/9 before new model application (caught an old mistake from at least as back as 2.0)
                    - seadefence and airdefense model changes:
                        seadefence: 13/9 (was 12/16)
                        airdefence: 4/3 (was 8/9)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
    
                - hq.txt:
                    - hq divisions can now use police brigades. I have no idea why this was not the case before.
                    - Robo Command units now have 25 robots as equipment.
                    - Advanced HQ now has 5 armored cars as equipment, to explain why they get so fast.
                    - maxspeed changes to the following models:
                        - Advanced HQ now has 16 maxspeed (was 8)
                        - Advanced Robo Command now has 12 maxspeed (was 6)
                    - Fuel comsumption tripled for the following models:
                        - Advanced HQ now consumes 4.5 fuel    (was 1.5)
                        - Advanced Robo Command now consumes 9 fuel (was 3)
                    - New default defensive stats for HQ units:
                        Default defensiveness     = 9 
                        Default toughness         = 10 
                        Default airdefense         = 2
                    - New default defensive stats for Robo Command units:
                        Default defensiveness     = 9  
                        Default toughness         = 9 
                        Default airdefense         = 2 
                    - New upgrade and reinforcement stats:
                        reinforce_cost             = 0.75            
                        reinforce_time            = 0.60
                            
                - infantry.txt:
                    - Regulars can now use two brigades, instead of one.
                    - New default defensive stats across all models:
                        defensiveness             = 35
                        toughness                = 40
                        airdefence                = 14
                    - New upgrade and reinforcement stats:
                        reinforce_cost             = 0.33        
                        reinforce_time            = 0.45
                    - Advanced Regulars (Reg-4) now have 70 softness (was 80 for some reason, probably a mistake)
    
                - interceptor.txt:
                    - Rocket-Jet Interceptors now have a quantity of 5 interceptors and 10 men each - which are pilot and co-pilot. Not all crew is on planes, so it has 15 support crew. Smaller numbers seem more post-apocalyptic to me.
                    - Scrap Interceptor now has 16 air attack (was an outragerous 29 for some reason, more than the last model of the line). 
                    - Model changes:
                        Scrap Interceptors:
                            surfacedefence                    =  15 # was 7
                            airdefence                        =  15 # was 7
                        Early Interceptors:
                            surfacedefence                    =  13 # was 9
                            airdefence                        =  13 # was 9
                        New Era Interceptors (unchanged):
                            surfacedefence                    =  11 
                            airdefence                        =  11
                    - New upgrade and reinforcement stats:
                        reinforce_cost             = 0.50        
                        reinforce_time            = 0.60
                        upgrade_time_boost         = no # Do not reduce upgrade time on obsolete models
                
                - Light Armor Comparisons.txt: File deleted.
    
                - light_armor.txt:
                    - Human/Ghoul APCs now has 5 halftracks instead of tanks as equipment. Makes no sense for them to be counted as tanks.
                    - Pacification Bots now only have 10 robots, Behemoth Bots are now only 5 robots (they're that strong)
                    - Human/Ghoul Tanks number of vehicles per people made no sense, only 5 tanks for 50 people. Instead, they now have 5 tanks and 5 half-tracks and 50 people total, 5 crew per vehicle. The half-tracks represent mechanized support, lighter vehicles bringing support and maintenance personnel.
                    - maxspeed alterations: 
                        - Human/Ghoul and Mutant APCs are now x2 faster. 
                        - Tanks are 2x faster.
                        - Pacification and Behemoth bots - they're legged robots not tanks or APCs. They don't get faster. They are meant to be heavy armored war robots, the fast robot unit is elsewhere.
                    - Fuel comsumption doubled for all non-robot models: Currently 8/12 and 8/13. Was 4/6 and 4/6.5. 
                    - Fuel consumption tripled for the Large Walking Robot models: 4.5/6, was 1.5/2.
                    - New default defensive stats across all non-robot models:
                        defensiveness             = 20
                        toughness                = 26
                        airdefence                = 7
                    - New default defensive stats across all Large Walking Robot models:
                        defensiveness             = 23
                        toughness                = 23
                        airdefence                = 9    
                    - New no_fuel_combat_mod, upgrade and reinforcement stats:
                        no_fuel_combat_mod         = -0.3 # Unable to fight properly without fuel
                        reinforce_cost             = 0.75            
                        reinforce_time            = 0.60
    
                - light_cruiser.txt:
                    - seadefence and airdefense model changes:
                        seadefence: 18/15 (was 7/10)
                        airdefence: 9/8 (was 3/4)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
                            
                - marine.txt:
                    - New default defensive stats across all Human Irregular models:
                        defensiveness             = 35
                        toughness                = 40
                        airdefence                = 14
                    - New default defensive stats Rad-Zombies:
                        defensiveness             = 17
                        toughness                = 17
                        airdefence                = 7        
                    - New upgrade and reinforcement stats:
                        reinforce_cost             = 0.33        
                        reinforce_time            = 0.45
                    - Spiders are now their own unit and no longer part of Irregulars.
    
                - mechanized.txt:
                    - Robot infantry now went from 32 robots per unit to 100. Why? Because otherwise they would need to have lower defense. Plus, 32 robots is too little.
                    - New default defensive stats across all models:
                        defensiveness             = 37
                        toughness                = 37
                        airdefence                = 15
                        Note: Robots use the same method that normal human infantry uses, but they have the same stat for both defensiveness and toughness. So, in order to make it work with the new system (in which most units have more defensiveness than toughness), I averaged both numbers.
                    - New combat modifier, upgrade and reinforcement stats:
                        no_supplies_combat_mod  = -0.1 # Need less supplies than humans due to being a robot. Robots don't eat.
                        no_fuel_combat_mod         = -0.2 # Robots need energy and energy cells, that's their energy source.
                        reinforce_cost             = 0.45 # New robots need to be (re)built    
                        reinforce_time            = 0.66 # Robots take a while to (re)build and reinforce
                            
                - militia.txt
                    - Merc-0 (Marauders) now has a speed_cap_eng = 4 (was 3). Doesn't matter much right now (it would make engineers useless for it), but will in the future.
                    - All mercenary units can now field two brigades (was one).
                    - New default defensive stats across all models:
                        defensiveness             = 35
                        toughness                = 40
                        airdefence                = 14
                    - New upgrade and reinforcement stats:    
                        reinforce_time            = 0.45
                        reinforce_cost             = 0.33        
    
                - motorized.txt:
                    - Now has proper equipment. 
                    - Mutant Imp. Pick-ups now has 65 softness. It had 75 softness, which is more than the 70 softness of the previous model. There is no reason for this newer model to be less armored than its previous counterpart, except perhaps a mistake (75 could have been meant to be 65, especially because the next model has 60 softness). 
                    - Vehicles now cost more to reinforce than infantry.
                    - New default defensive stats, and maxspeed stats across all human raider models:
                        maxspeed                 = 24 # was 8
                        defensiveness             = 22
                        toughness                = 28
                        airdefence                = 7
                        fuelconsumption         = 4/4.5/6 # was 2/2.5/3
                    - New default defensive stats and maxspeed across all mutant raider models:
                        maxspeed                 = 18 # was 6, except last model was 7 and is now 21
                        defensiveness             = 16
                        toughness                = 21
                        airdefence                = 6    
                        fuelconsumption         = 4/4.5/6 # was 2/2.5/3
                    - New upgrade and reinforcement stats:
                        reinforce_cost             = 0.66    
                        reinforce_time            = 0.45        
    
                - multi_role.txt:    
                    - surfacedefense and airdefense model changes:
                        surfacedefence: 18/16/14/12 (was 4/6/8/10)
                        airdefence: 20/18/16/14 (was 2/4/6/8)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.50        
                        reinforce_time                    = 0.60
                        upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models    
    
                - nuclear_submarine.txt:
                    - seadefence and airdefense model changes:
                        seadefence: 17/15 (was 8/10)
                        airdefence: 3/1 (was 9/11)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
                            
                - paratrooper.txt:
                    - Scouts can now use Engineer brigades. I have no idea why this was not the case previously.
                    - Mutant Jumpers now cost 9 manpower (was 6). This is because mutant units by default cost x3 the manpower of a human unit. The normal manpower cost of human scouts is 3.    
                    - Advanced Scouts (Sct-2) are built faster than Apocalyptic Scouts for some reason that I cannot discern. Changed to 200 (was 180) to follow a logical progression of 180-190-200 days to build.
                    - Similarly, to keep the logical progression, Powered Scouts now take 210 days to build.
                    - Powered Scouts Now properly includes Power Armor equipment. Now these suits show up in casualties.
                    - New default defensive stats across all human scout models:
                        defensiveness             = 25
                        toughness                = 30
                        airdefence                = 10
                    - New default defensive stats across all Super Mutant and robot scout models:
                        defensiveness             = 25
                        toughness                = 25
                        airdefence                = 10    
                    - New upgrade and reinforcement stats:    
                        reinforce_time            = 0.55 # scouts take longer to replace due to being more elite
                        reinforce_cost             = 0.33    
    
                - strategic_bomber.txt:
                    - Zeppelin Bombers MkII now have 4 airdefense (was 3). Goes better with 2/4/6 than 2/3/6.    
                    - V-Bird Bombers Mk II now have 12 airdefense (was 11).
                    - V-Bird Bombers Mk III now have 14 airdefense (was 13).
                    - Changed bomber equipment amounts in later models.
                    - Zeppelin bombers now have balloon (airship) equipment rather than bomber.
                    - surfacedefense and airdefense model changes for Zeppelin Bombers:
                        surfacedefence: 7/6/5 (was 15/16/17)
                        airdefence: 20/18/16 (was 2/4/6)
                    - surfacedefense and airdefense model changes for V-Bird Bombers:
                        surfacedefence: 17/16/15 (was 2/3/4/5)
                        airdefence: 12/11/9 (was 3/4/5/6)
                    - surfacedefense and airdefense model changes for Orbital Bombers:
                        surfacedefence: 2 (was 20)
                        airdefence: 2 (was 20)        
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.50        
                        reinforce_time                    = 0.60
                        upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models
                
                - submarine.txt:
                    - Basic Submarine now has 9 air defense (was 8), because the previous model has 7 and until then every model has +2 air defense. Not to mention there's a big price increase between this model and the previous one, which means this price tag and the air defense together make this upgrade sub-optimal.
                    - Similarly, New Era Submarine now has 11 air defense.    
                    - seadefence and airdefense model changes:
                        seadefence: 24/23/21/20/18 (was 1/2/4/5/7)
                        airdefence: 9/7/5/3/1 (was 3/5/7/9/11)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
    
                - tactical_bomber.txt:
                    - Added bomber equipment, their casualties should show up now.    
                    - surfacedefense and airdefense model changes:
                        surfacedefence: 20/19/18/17 (was 2/3/4/5)
                        airdefence: 19/18/17/16 (was 3/4/5/6)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.50        
                        reinforce_time                    = 0.60
                        upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models
    
                - transport.txt:
                    - Scrap Freighter now has 8 air defense (was 6).
                    - seadefence and airdefense model changes:
                        seadefence: 22/17/14 (was 3/8/11)
                        airdefence: 10/7/6 (was 2/5/6)
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.60    
                        reinforce_time                    = 0.40
                        upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models- 
    
                - transport_plane.txt:
                    - surfacedefense and airdefense model changes for Transport Choppers:
                        surfacedefence: 19 (was 3)
                        airdefence: 14 (was 8)
                    - surfacedefense and airdefense model changes for Zeppelin Transports:
                        surfacedefence: 17/14 (was 5/8)
                        airdefence: 20/18 (was 2/4)
                    - surfacedefense and airdefense model changes for V-Bird Transport:
                        surfacedefence: 18/16/15 (was 4/6/7)
                        airdefence: 18/16/15 (was 4/6/7)        
                    - New upgrade and reinforcement stats:
                        reinforce_cost                     = 0.50        
                        reinforce_time                    = 0.60
                        upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models
    
        tech:
            - industry_tech.txt:
                - "New Era Power Armor" no longer changes your GDE value to 0.9 GDE. 
                - Advanced Armor no longer changes GDE value to 0.85. Rather, it givesa -5% softness bonus.
            - land_doctrines_tech.txt:
                - Organized Warfare and every of the four doctrine techs in the different land doctrine branches now give +10% GDE, from a starting value of 50% (set in misc.txt), until reaching 100%. This means that without Organized Warfare, every unit takes twice as much damage as normal, and for every level, -10% damage is taken, until the full 100% GDE. For the moment, Ground Defense Efficiency is symmetic between doctrines (unlike vanilla).
                - Brutal Assault Waves' -10 Offensive/Defensive bonuses were disabled and replaced by -5 softness to all land units.
                - Close Combat Weapons no longer gives a -10 bonus to Offensive and Defensive Vulnerability. Might give it another in the future.
                - Field Command no longer gives -20 defensiveness/defensive vulnerability and -25 toughness/offensive vulnerability bonuses to HQs. Now gives a -20 softness bonus to HQs, making them more armored and able to fight in the frontlines.    
                - "Terrain Ambush":
                    - Halved attack bonuses from +20% to +10%, it was too strong in the new system.
                    - Added new defensive terrain bonuses:
                        command = { type = urban_defense which = land value = 10 }
                        command = { type = urban_defense which = motorized value = -5 }
                        command = { type = urban_defense which = light_armor value = -5 }
                        command = { type = desert_defense which = land value = 10 }
                        command = { type = mountain_defense which = land value = 10 }
                        command = { type = hill_defense which = land value = 10 }
                        command = { type = forest_defense which = land value = 10 }
                        command = { type = swamp_defense which = land value = 10 }
                        command = { type = river_defense which = land value = 10 }
                        command = { type = shore_defense which = land value = 10 }
                        command = { type = frozen_defense which = land value = 10 }
                        command = { type = snow_defense which = land value = 10 }
                        command = { type = blizzard_defense which = land value = 10 }
                        command = { type = rain_defense which = land value = 10 }
                        command = { type = storm_defense which = land value = 10 }
    
            - secret_weapons_tech.txt:
                - Technology "Giant Mutated Spiders" no longer activates marines model 5, but rather d_rsv_36 model 0, for the Spiders now have their own unit and models.
                - Technology "Super Soldiers" no longer gives a -20 air defense/vulnerabity to air units (what was even the point of this bonus? I might replace it with something cool later on)
                - Technology "Alien Armor" no longer gives any defensive/offensive vulnerability bonus.
                - Technology "Combat Implants" no longer gives any defensive/offensive vulnerability bonus. Instead, it now gives a -5 softness bonus in its place. 
    
    gfx
    
        interface
    
            - New files by Arcangelus:
                blueprints.bmp
    
            models (see Wanamingo-Spider Changes file):
                - ill_div_7_5 has been changed to ill_div_36_0 to account for the new Spider unit.
                - model_7_5 has been changed to model_36_0 to account for the new Spider unit.
                - model_34_1, model_34_2, model_34_3 and model_34_4 renamed to model_35_0, model_35_1, model_35_2 and model_35_3, respectively. This was done to account for the new Wanamingo unit.
                - model_33_0 and model_33_1 and ill_div_33_0 and ill_div_33_1 (Power Armor units) now have proper images. Also includes a few nation-specific models.
        
            pics
            
                - Fixed issue with mismatch between the leaders file and the gfx pics, which was causing issues with the pics of robots leaders. The leaders file was pointing to Robots_02 and Robots_02, but the files were called robot_02 and robot_04.
                
        map
            shields:
                - New files by Arcangelus:
                    - Shield_BOS_rail.bmp
                    - Shield_BOS_Gunners.bmp
    
            flags:
                - New files by Arcangelus:
                    Flag_BOS_rail.bmp
                    icon_BOS_rail.bmp
                    icon_BOS_Gunners.bmp
                    flag_BOS_Gunners.bmp    
    
        pics:
            - New files by Arcangelus:
                - MINUTEMEN_AIR.bmp
                - MINUTEMEN_SEA.bmp
    
    
    map: 
    
        adj-defs.csv (changes by Arcangelus):
            - The Great Lakes were properly linked to each other and the Atlantic Ocean. That's right, The Great Lakes are now navigable, a long-awaited change! Time for naval warfare on the Great Lakes! You can thank Arcangelus for that!
            - Lake Huron is now linked to Lake Superior through Sault Saint Maire, MI
            - Lake Huron is now linked to Lake Eire through Windsor
            - Lake Eire is now linked to Lake Ontario, through Hamilton
            - Lake Ontario is liked to Fleuve Saint Laurent, through Montreal.
            - Palenque - Puerto Barrios had a river connection but is now impassable, because the connection is too small - like one pixel.
            - Kelowna - Revelstoke had a river connection but is now impassable, because the connection is too small - like one pixel.
            - Sandy Bay - Lac Brochet had a river connection but is now impassable, because the connection is too small - like one pixel.
            - Newburgh - Troy had a river connection but is now impassable, because the connection is too small - like one pixel.
            - Sault Sainte Marie, MI - Gore Bay is now a sea connection (was river) through Province 3008.
            - Sault Gore Bay - Sudbury is now a sea connection (was river) through Province 3008.
            - Gore Bay - Owen Sound is now a sea connection (was river) through Province 3008.
            - Akulivik is now connected to Pond Inlet (was Coral Harbor)
            - Coral Harbor is now connected to Coats Island
            - The provinces of the Bahamas are no longer connected through sea, not a canal.
            - Saltito - Matehuala connection is now impassable due to being too small, which made it weird.
    
        distances.csv
            - Many changes. FODD now uses the new model of distance-measuring.    
    
    
    music:
        - Removed all music tracks. Music is now a separate, optional download. Music does not change the checksum.
        - Mod now has a revamped soundtrack, thanks to Kill_Tactician! We now have (almost) all OSTs of every single Fallout game - Now with added soundtrack from Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76. This is a separate, optional download. Checksum: 
    
    scenarios:
        
        - The infamous "map bug" has been fixed. No more errors at scenario start-up or loading saves. See files: 2245 - Boston.eug, 2245.eug and Necropolis.inc.
    
        2245.eug:
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
            - Far-Away Land/U01 is no longer selectable (No idea why it even was in the first place)
            - Far-Away Land/U01 is no longer included in the file. In fact, this tag is now free, because it is useless and no longer needed - it was always a work-around the map bug. 
    
        2245 - Boston.eug:
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
            - Far-Away Land/U01 is no longer selectable (No idea why it even was in the first place)
            - Far-Away Land/U01 is no longer included in the file. In fact, this tag is now free, because it is useless and no longer needed - it was always a work-around the map bug. 
    
        2245:
            Commonwealth.inc:
                - The following was done by Arcangelus:
                    - Boston now produces 4 metal (was 2)
                    - Added bos.ai for the Commonwealth
                    - # Resource Reserves:
                        - manpower = 20 (was 11)
                        - metal = 400 (was 300)
                    - Added new claimedprovinces: claimedprovinces = { 596 601 6333 }
                    - Starts with Irregulars - Wasteland Warrior
                    - Starting divisions/OoB:
                        - "1st Minuteman Corps" renamed to "1st CPG Corps". Also, it no longer starts locked.
                        - New added unit: "Auxiliaries", with two Irregular divisions.
                        - Note: Those two divisions have a typo in their name. Correct at home then delete this.
    
            Dark_Cathedral.inc: New file by Arcangelus.
                - Starts only with New York/Liberty Island (602), but gets the rest of its old territory quickly.
                    - Deactivated the techs that would be deactivated in the old Dark Cathedral events before.
                    - OoB:
                        - All Rebel units in New York province taken out of the FUSA file and added here:
                            - Land unit "102nd Fortress Brigade" taken out of the FUSA files, it was a rebel unit that can now be found in Dark_Cathedral.inc
                            - (Rebel) Naval Unit "Task Force 002" taken out of the FUSA files, is now in Dark_Cathedral.inc.
                            - (Rebel) Air unit "Second Air Force" taken out of the FUSA files, is now in Dark_Cathedral.inc
                            - (Rebel) Air unit "New York Interceptors" taken out of the FUSA files, is now in Dark_Cathedral.inc
    
            Midwestern_BoS.inc:
                - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
    
            Enclave.inc:
                - Enclave now has 0.03 offmap manpower income. A small buff to their manpower to see how the AI does with it.
    
            Far_Away_Land.inc: As of now, its officially an useless file that does nothing and has been excluded. Good riddance to bad rubish. The U01 tag is now free for use as well (for now).    
    
            Former_USA.inc:
                - The following was done by Arcangelus:
                    - Province New York (602) no longer in this file, ported to the new Dark Cathedral file (Dark_Cathedral.inc).
                    - 602 no longer in ownedprovinces and controlledprovinces, because it longer starts controlled nor owned by FUSA
                    - OoB:
                        - Added New unit: 28th division. A single garrison division with an artillery brigade in Frederick province (6467), in order to prevent swarming.
                        - All Rebel units in New York province taken out of the FUSA file and added to Dark_Cathedral.inc:
                            - Land unit "102nd Fortress Brigade" taken out of the file, it was a rebel unit that can now be found in Dark_Cathedral.inc
                            - (Rebel) Naval Unit "Task Force 002" taken out of this file, is now in Dark_Cathedral.inc.
                            - (Rebel) Air unit "Second Air Force" taken out of this file, is now in Dark_Cathedral.inc
                            - (Rebel) Air unit "New York Interceptors" taken out of this file, is now in Dark_Cathedral.inc
    
            Former_USA - Boston.inc:
                - The following was done by Arcangelus:
                    - Province New York (602) no longer in this file, ported to the new Dark Cathedral file (Dark_Cathedral.inc).
                    - 602 no longer in ownedprovinces and controlledprovinces, because it longer starts controlled nor owned by FUSA
                    - OoB:
                        - Added New unit: 28th division. A single garrison division with an artillery brigade in Frederick province (6467), in order to prevent swarming.
                        - (Rebel) Unit "5th FUS Regiment" no longer starts with 75 strength.
                        - (Rebel) Unit "6th FUS Regiment" no longer starts with 75 strength.
                        - (Rebel) Unit "7th FUS Regiment" no longer starts with 75 strength.
                        - Naval Unit "Task Force 001":
                            - "1st FUSN Patrol Squadron" starts with 40 strength (was 25)
                            - "FUSN North Carolina" starts with 50 strength (was 25)
                        - All Rebel units in New York province taken out of the FUSA file and added to Dark_Cathedral.inc:
                            - Land unit "102nd Fortress Brigade" taken out of the file, it was a rebel unit that can now be found in Dark_Cathedral.inc
                            - (Rebel) Naval Unit "Task Force 002" taken out of this file, is now in Dark_Cathedral.inc.
                            - (Rebel) Air unit "Second Air Force" taken out of this file, is now in Dark_Cathedral.inc
                            - (Rebel) Air unit "New York Interceptors" taken out of this file, is now in Dark_Cathedral.inc
                
            Gecko.inc:
                - Gecko has 4 manpower again (was 6), because I thought it was too much manpower for Gecko - which was never that big of a place in the first place.
    
            Harlequins.inc:
                - The following was done by Arcangelus: 
                    - ownedprovinces = { 679 680 6273 }. Was only { 679 680 }
                    - controlledprovinces = { 679 680 6273 }. Was only { 679 680 }
    
            Hub.inc:
                - Updated starting mininster IDs. The mininster IDs were conflicting with something else, so I changed them. See db/Mininsters_SWE.
    
            Installations.inc:
                - Took out 50 supplies from off-map province of Porto Rico (#895).    
                
            NCR.inc:
                - "16th US Division" unit and its divisions now start the game locked. This was done because vehicles are now x2-3 times faster (but similarly consume far more fuel), and such fast vehicles would allow the NCR to cheese early expansions. They will now be released later by event.
                
            Necropolis.inc:
                - For unknown reasons (possibly a hold-over from the old map), Necropolis' capital province was defined as province 962 (Salamanca). Alas, Necropolis is not located in Spain and therefore this makes no sense. Their capital is now Bakersfield (#2710), as it is supposed to be.    This has also helped to fix a long-standing map bug that was causing an error at start-up, and would crash the game if Hub controlled San Bernadino when Far-Away Land did not exist in-game. Strange issue, but it has been finally solved.
                Necropolis.inc:
                    - The following was done by Arcangelus: 
                        - Fixes two typos in unit names
    
            Permafrost.inc:
                - New file by Arcangelus.
                - The following provinces are now owned and controlled by Permafrost:
                    - Northwest Territories:
                        - 6836 # Coral Harbour.
                        - 6837 # Pond Inlet.
                        - 6838 # Coats Island.
                        - 6839 # Mansel Island.
                        - 6840 # Ottawa Islands.
                        - 6841 # South Camp.
                    Quebec:
                        - 564  # Fort Chimo
                        - 6611 # Akulivik.
                        - 6612 # Povungnituk.
                        - 6613 # Inukjuak.
                        - 6614 # Great Whale River.
                        - 6615 # Aupaluk.
                        - 6616 # Kangiqsujuaq.
                        - 6617 # Salluit.
                        - 6618 # Illutaliviniq. 
                    New Foundland and Labrador:
                        - 575  # Nain.
                        - 6648 # Davis Inlet.
                        - 6649 # Hebron. 
                        - 6650 # Hopedale.    
                
            RCC.inc
                - Parry Sound, Barrie and Pembrokeno provinces longer defined in RCC.inc even through its not owned nor controlled by RCC.
                - The following was done by Arcangelus: 
                    - Minor formatting changes
    
            Rebels.inc:
                - The following was done by Arcangelus: 
                    -  controlledprovinces = {
                        538 541 551 569 573 584 648 651 652 738 743 755 780 891 894 2649 2678 2693 2962 2963 2964 4314 4350 4353 4377 4383 5470 6131 6132 6141 6151 6153 6216 6225 6304 6328 6347 6490 6597 6652 6356 6402 6474 6501 6503 6638 6668 6690 6711 6721 6791 6793 6836 6842 6859 6860 6864 6876 6877 6878 6879 6880 6881
                        560 6832 6834 6835
                        }
                    - Commented out four marauder land units in province Macon
                    - Commented out three marauder land units in province Macon
                    - "Guantanamo Remnants" divisions now called "1st/2nd Guard", instead of "1º/2º Guard" - which I'm pretty sure is a latin language thing (Portuguese does it)
                    - Seven divisions called "Angry New Yorker" deleted from province Long Beach and added at the end of the file, commented out
                    - One division of tribals deleted from Miami province (651)
                    - New division of Marauders added to Rankin Inlet: "Bacchus Worshippers", related to the "Bacchus Cult" event of the Warriors of Ice
                    - San Luis Rio Colorado province (4357) now has extra marauder divisions, in order to prevent the NCR going east and Caesar's Legion going west before both are supposed to (Caesar's Legion was snaking into Baja all the time before).
    
            Spiders.inc:
                - All the Spider units went from using marine model = 5 to d_rsv_36 model = 0. Spiders now have their own type of unit instead of being irregulars.
                - The following was done by Arcangelus : 
                    - New starting ai: cze_opener.ai (was cze.ai)
                    - ownedprovinces = { 649 6317 651 } (was only 649)
                    - controlledprovinces = { 649 6317 } (was only 649 and 6317)
                    - OoB:
                        - Land Unit "Spider Queen's Lair" now has an HQ
                        - New Land Unit: "Spider Scouts". Contains three Spider divisions.    
    
            Warriors_of_Ice.inc:
                - The following was done by Arcangelus: 
                    - "Flesh Tearers Tribe" unit is now located in Prince of Wales Fort province (was in Port Nelson/6714)
                    - The following provinces are now owned and controlled by Permafrost:
                        Manitoba Wasteland:
                        - 6713 # Churchhill.
                        - 6714 # Port Nelson.    
    
            Wastelands.inc:
                - Removed many useless phantom provinces that are no longer in the map.
                - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
                - Province Cahul (2605) no longer in the map because it is no longer relevant. Was old capital of Wastelands, now is nothing.    
                - Some reference updates pertaining to provinces with changed ownership in the file.
                - Las Vegas, Tuba and Fredonia switched power plants:
                    - Fredonia province contained Hoover Dam (deliberately wrong for balance reasons). Now contains Glen Canyon Dam instead. Hoover Dam went to Las Vegas province (as is correct). Tuba no longer has the Glen Canyon Dam. This is important for future, Van Buren and New Vegas related plans. 
                - Changes in provinces:
                    - British Columbia:
                        - 541 # Vancouver. Now produces 3 metal (was 1), because Arcangelus added it, plus why not? Also the VP count was actually wrong, should have been 4 not 5, but the addition fixed it.
                        - 554  # Fort St. John. Now produces 2 energy (was 1), because Arcangelus changed it... for some reason? Whatever, some more resources in that area are good.
                        - 6758 # Port Alberni. Re-added. +2 metal by Arcangelus.
                    Quebec Wasteland
                        - 6629 # Senneterre. Added +1 metal because East Coast already is too resource-deprived for now.
                        - 6633 # Sept-Iles. Re-added and decommented resources. Added +1 IC and +1 metals from csv just to help a bit.
                        - 6640 # Riviere-du-Loup. Re-added.    Added +1 ic from csv.
                    Northwest Territories
                        - 560  # Rankin Inlet. Now produces 20 rares (was 19) for some reason. Also, I just realized it has no victory points. Should have had 4, but with the extra resources, now has 5.
                    Nova Scotia:
                        - 578  # Charlottetown. Now has 4 energy (was 2, the extra 2 were probably overlooked but I'm adding them anyway). Also now properly has 30 infra.
                        - 579  # Halifax. Now has 13 energy (was 10), there were extra 3 in the old file I misssed. Now has 2 IC (was 1), there was an extra one in the old file I missed. Now has 10% infra it should have
                    New Brunswick:
                        - 580  # Fredericton. Now has +1 point of MP (probably the same as that old point there, but I decided to add it because that part of the world could use more MP)
                    Maine Wasteland:
                        - 583  # Portland, ME. Now has +2 metal (was 0), I think Arcangelus added this.
                        - 6368 # Caribou. Now has +1 metal added by Arcangelus.
                        - 6369 # Greenville, ME. Now has +2 metal added by Arcangelus.
                    Cuba Wasteland:
                        - 894  # Guantanamo Bay Naval Base. Gave it 4 points, it has 12 levels of bases but no points for some reason.
                    Florida Wasteland
                        - 651  # Miami. Now has +1 energy (was 2, now 3)
                        - 6316 # Fort Lauderdale. has +1 energy from csv.
                        - 6317 # Fort Myers. Re-added. Now in Spiders' File. Now has +2 energy.
                    Panaman Ridge Wastelands
                        889 # Balboa. Arcangelus gave it +2 points for having a channel.
                    Hispaniola Wastelands
                        891  # Kingston. Now has 2 manpower (was 1)
    
                - The following was done by Arcangelus: 
                    - Added a few notes at the start of file. 
                    - Minor formatting changes (like less useless white spaces), enough to decrease file size quite a bit.
                    - Other miscelaneous improvements
    
            West_BOS.inc:
                - No more on-map manpower, it makes no sense for an organization as tight-knit as the BOS to be providing troops for possible conquerors, unless they were another chapter of the Brotherhood (but that would never happen, would it?).    In short: You can't conquer the Brotherhood of Steel and recruit Brotherhood of Steel people as if they would ever acquiesce to your conquest.
    
            vp.inc:
                - Took out VP from Cali (#868).    
                - Took out VP from Barranquilla (#890).
     
    Last edited:
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    FODD 2.5.1 Released
  • Happy Christmas! Sorry for the delay, your gift took an extra while to make ready!
    Not gonna lie, this version was mostly @Arcangelus' baby. I mostly put it together, fixed some mistakes in his files, added some new things I wanted to, did some revamps I have been wanting to do for a long while, etc! All in all, this is a pretty low-key important patch, I would say!
    Enjoy, everyone! May Jesus bless and care for you all in this glorious end of the year!
    Time to conquer the Wasteland! Send feedback!

    Checksum: RWWY
    FODD 2.5.1 Main Mod File (MediaFire)
    This download file is a rar file. Extract this archive into the Mods folder of your Darkest Game installation. Does not include the FODD Soundtrack, it is a separate download.

    FODD Soundtrack v1.0.
    FODD Soundtrack v1.0 on ModDB.
    This optional download file is a rar file. Extract this archive into the folder of your latest FODD mod folder. It contains numerous music files, among them OSTs for all Fallout games (Fallout/Fallout 2/Fallout Tactics/Fallout 3/Fallout New Vegas/Fallout 4/Fallout 76), as well as other files. Thanks to Kill_Tactician on the FODD Discord for the files.

    FODD Discord Link

    Code:
    FODD 2.5.1 Changelog 19-09-2022
    
    
    /ai
    
        - ALB_2245.ai:
            - Less white space on file
            - No more trade and tech embargoes against { ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U53 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } which are mostly unused tags or Wasteland
            - Caesar's Legion will not build radar on Tucson/Two Sun (#730)
            - Will now build air base on Chihuahua (#2698)
            - Will now build IC on Gila Bend province (#6146)
            - Will no longer research the following techs, as they already start with them: Wasteland Human Soldiers, Wasteland Human Warriors, Early Irregulars, Slavery, Slave Labour, Slave Markets, Organized Barter Economy, Bottlecap Money, Taxation Systems and Close Combat Weapons.
            - Will ignore province El Centro (#6121) AKA The Glow
            - Fixed typos which made the AI file literally unplayable
    
        - ALB_2247.ai:
            - Less white space on file
            - Includes all changes in the previous ai files
            - Will start building AA on Gila Bend province (6146)
            - Note: Arcangelus forgot to add the embargo change here.
    
        - ALB_2249.ai:
            - Less white space on file    
            - Includes all changes in the previous ai files
            - Fixed a typo which may have been blocking the AI from researching naval technologies
        
        - ALB_2251.ai:    
            - Less white space on file
            - Includes all changes in the previous ai files
            - Will now build air base on Los Alamos (6128)
    
        - ALB_2253.ai:
            - Includes all changes in the previous ai files
            - No longer befriends Mexican Raiders after this date
            - Will fortify borders with the NCR and Spiders
            - Will no longer send expeditionary forces
    
        - ALB_2255.ai:
            - Will no longer Protect Mexican Raiders
    
        - ALG/Darien Tribes: Fixed the "too many garrisons issue". Darien Tribes will slowly build less garrisons and start building more HQs and Transports. Why the later? Just a little vice check to those who don't care about the naval game.
    
            - ALG_2245.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 20
    
            - ALG_2247.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 15
                hq                     = 5
    
            - ALG_2249.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 10
                hq                     = 5
                transports             = 5
    
            - ALG_2251.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 10
                hq                     = 5
                transports             = 5
    
            - ALG_2253.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 10
                hq                     = 5
                transports             = 5
    
            - ALG_2255.ai
                paratrooper         = 25
                marine                 = 60
                garrison            = 5
                hq                     = 5
                transports             = 5
    
        ANG/Junkers: Solved the too many garrisons issue. The Junkers will build less garrisons and more ships with time. The Junkers will now actually have some naval presence, now that the Great Lakes are navigable and connected to the Atlantic (Thanks to Arcangelus). They will also research naval technologies now. While it won't be their main focus, the objective here is for the Junkers to have a small naval presence, one which will be relevant in the mid and end-games. This also accounts for the possibility of the Junkers getting all of Pennsylvania from the Civil War.
    
            - ANG_2245.ai
                garrison            = 15
            - ANG_2247.ai
                garrison            = 15
            - ANG_2249.ai
                garrison            = 10
                destroyer             = 5
                    Was:
                    garrison            = 15
                naval_base = yes
                max_naval_base = 2
                naval_base_provs = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                new tech preferences:
                    8010 # Early Motorboats
                    8020 # Basic Motorboats
                    8030 # Improved Motorboats
                    8040 # Scrap Corvettes
                    8050 # Fast Attack Craft
                    8060 # Scrap Frigates
                    8070 # Scrap Trawlers
                    8080 # Scrap Freighters
                    8160 # Sailing
                    8170 # Organized Navy
                    8180 # Random Vessels Adaptation
                    8230 # Early Task Forces
                    8240 # Large Units Organization
                    8250 # Quantity
                No longer ignores the following technologies:
                    6280 # Military Sea Transport
                    6330 # Sea Dogs
                naval_doctrines = 1 (was 0)
                Invasions and Naval:
                    base = { 
                        608  # Philadelphia
                        2686 # Eire
                    }
                    target = { 
                        3006 # Lake Superior
                        3007 # Lake Michigan
                        4247 # Ocean south of Long Island
                        4248 # Massachusetz Bay
                        4250 # Fleuve Saint-Laurent
                        6575 # Capital Sea
                        6576 # Long Island Sound
                    }
                    core = { 
                        3008 # Lake Huron
                        3009 # Lake Eire
                        3010 # Lake Ontario
                    }
            - ANG_2251.ai
                garrison            = 10
                destroyer             = 5
                    Was:
                    garrison            = 15
                naval_base = yes
                max_naval_base = 4
                naval_base_provs = { 
                    608  # Philadelphia
                    2686 # Eire
                }
    
                new tech preferences:
                    8010 # Early Motorboats
                    8020 # Basic Motorboats
                    8030 # Improved Motorboats
                    8040 # Scrap Corvettes
                    8050 # Fast Attack Craft
                    8060 # Scrap Frigates
                    8070 # Scrap Trawlers
                    8080 # Scrap Freighters
                    8160 # Sailing
                    8170 # Organized Navy
                    8180 # Random Vessels Adaptation
                    8230 # Early Task Forces
                    8240 # Large Units Organization
                    8250 # Quantity
                No longer ignores the following technologies:
                    6280 # Military Sea Transport
                    6330 # Sea Dogs
                naval_doctrines = 1 (was 0)
                Invasions and Naval:
                    base = { 
                        608  # Philadelphia
                        2686 # Eire
                    }
                    target = { 
                        3006 # Lake Superior
                        3007 # Lake Michigan
                        4247 # Ocean south of Long Island
                        4248 # Massachusetz Bay
                        4250 # Fleuve Saint-Laurent
                        6575 # Capital Sea
                        6576 # Long Island Sound
                    }
                    core = { 
                        3008 # Lake Huron
                        3009 # Lake Eire
                        3010 # Lake Ontario
                    }
    
            - ANG_2253.ai
                garrison            = 5
                destroyer             = 5
                transports             = 5
                    Was:
                    garrison            = 15
                naval_base = yes
                max_naval_base = 6
                naval_base_provs = { 
                    608  # Philadelphia
                    2686 # Eire
                }
    
                new tech preferences:
                    8010 # Early Motorboats
                    8020 # Basic Motorboats
                    8030 # Improved Motorboats
                    8040 # Scrap Corvettes
                    8050 # Fast Attack Craft
                    8060 # Scrap Frigates
                    8070 # Scrap Trawlers
                    8080 # Scrap Freighters
                    8160 # Sailing
                    8170 # Organized Navy
                    8180 # Random Vessels Adaptation
                    8230 # Early Task Forces
                    8240 # Large Units Organization
                    8250 # Quantity
                No longer ignores the following technologies:
                    6280 # Military Sea Transport
                    6330 # Sea Dogs
                naval_doctrines = 2 (was 0)
                Invasions and Naval:
                    base = { 
                        608  # Philadelphia
                        2686 # Eire
                    }
                    target = { 
                        3006 # Lake Superior
                        3007 # Lake Michigan
                        4247 # Ocean south of Long Island
                        4248 # Massachusetz Bay
                        4250 # Fleuve Saint-Laurent
                        6575 # Capital Sea
                        6576 # Long Island Sound
                    }
                    core = { 
                        3008 # Lake Huron
                        3009 # Lake Eire
                        3010 # Lake Ontario
                    }
    
            - ANG_2255.ai
                garrison            = 5
                destroyer             = 5
                transports             = 5
                    Was:
                    garrison            = 15
                naval_base = yes
                max_naval_base = 8
                naval_base_provs = { 
                    608  # Philadelphia
                    2686 # Eire
                }
    
                new tech preferences:
                    8010 # Early Motorboats
                    8020 # Basic Motorboats
                    8030 # Improved Motorboats
                    8040 # Scrap Corvettes
                    8050 # Fast Attack Craft
                    8060 # Scrap Frigates
                    8070 # Scrap Trawlers
                    8080 # Scrap Freighters
                    8160 # Sailing
                    8170 # Organized Navy
                    8180 # Random Vessels Adaptation
                    8230 # Early Task Forces
                    8240 # Large Units Organization
                    8250 # Quantity
                No longer ignores the following technologies:
                    6280 # Military Sea Transport
                    6330 # Sea Dogs
                naval_doctrines = 2 (was 0)
                Invasions and Naval:
                    base = { 
                        608  # Philadelphia
                        2686 # Eire
                    }
                    target = { 
                        3006 # Lake Superior
                        3007 # Lake Michigan
                        4247 # Ocean south of Long Island
                        4248 # Massachusetz Bay
                        4250 # Fleuve Saint-Laurent
                        6575 # Capital Sea
                        6576 # Long Island Sound
                    }
                    core = { 
                        3008 # Lake Huron
                        3009 # Lake Eire
                        3010 # Lake Ontario
                    }
            
    
        AZB_2245.ai:
            - military priority:
                - infantry build priority went from 30 to 15
                - marine priority went from 0 to 15
                - So, Dark Cathedral will build half the Regulars they did, and will now build Irregulars
    
        BOS_.ai:
            - Wrong Tag in combat section (AZK instead of AZB)
    
        - Enclave Location AI Changes: Provinces Dillingham and False Pass were "swapped". This also means that the AI now has to target False Pass instead of Dillingham. Affected files:
            CHC_2245.ai, CHC_2247.ai, CHC_2249.ai, CHC_2251.ai, CHC_2253.ai, CHC_2255.ai, ENG_2245.ai, ENG_2247.ai, ENG_2249.ai, ENG_2251.ai, ENG_2253.ai, ENG_2255.ai, HOL_mixed_2245.ai, HOL_mixed_2247.ai, HOL_mixed_2249.ai, HOL_mixed_2251.ai, HOL_mixed_2253.ai, HOL_mixed_2255.ai, HOL_tribal_2245.ai, HOL_tribal_2247.ai, HOL_tribal_2249.ai, HOL_tribal_2251.ai, HOL_tribal_2253.ai, HOL_tribal_2255.ai, HOL_vault_2245.ai, HOL_vault_2247.ai, HOL_vault_2249.ai, HOL_vault_2251.ai, HOL_vault_2253.ai, HOL_vault_2255.ai, Navarro_2245.ai, Navarro_2247.ai, Navarro_2249.ai, Navarro_2251.ai, Navarro_2253.ai, Navarro_2255.ai, PRK-alter.ai, PRK-alter_2245.ai, PRK-alter_2247.ai, PRK-alter_2249.ai, PRK-alter_2251.ai, PRK-alter_2253.ai, PRK-alter_2255.ai, PRK.ai
    
    /config
    
        - darkest_hour.csv:
            - Removed the old Row 720: 
                NAME_LIGHT_ARMOR_BRI    Light Armored Brigade    Blind� l�ger    Corazzato leggero    Blindada ligera    Leichte Panzerbrigade    Lekka pancerna
        - doomsdaytext.csv:
            - Eliminated NAME_ESCORT_CARRIER, SNAME_ESCORT_CARRIER, SDESC_ESCORT_CARRIER, LDESC_ESCORT_CARRIER, NAME_NUCLEAR_SUBMARINE, SNAME_NUCLEAR_SUBMARINE, SDESC_NUCLEAR_SUBMARINE and LDESC_NUCLEAR_SUBMARINE bits from the csv. I have no idea why that is there, but I suspect vanilla shenanigans.
        - event_text.csv:
            - Less unecessary ;
            - Two new event choices for Event 16215
            - Some text for a potential future nation in Canada
            - Event text for some new Legion events by Arcangelus
            - Under-Nation slaving event text is gone from the Under-Nation part. Clearly it now works more like the normal slave raiding decision.
            - Text for extra Junker events for peace - Junkers can choose to peace out and FUSA can choose to peace out with Junkers as well.
            - Slavers' Guild events now have the Slave Market event description. According to Arcangelus, slave market is now a single decision and overall better organized.
            - Event description for The Dark Crusade events
            - Commonwealth:
                - War Refugees event
                - Dismantling the Cultists event
                - Integrating New England event
                - Restoring the Commonwealth of New England event
            - New event among the Resource events, in which one can restore Gecko's nucleare ractor
        - extra_text.csv
            - SNAME_LIGHT_ARMOR_BRI;L-A;B-L;B-L;Bli Lig;L. Pz;L. Cz.;;Ë.ÁÒ.;;;X deleted. Sprite stuff?
        - unit_names.csv
                - Removed the Rocket Interceptor descriptions, we aren't using them right now.
                - Removed the Light Armor Brigade/Glide Armor description.        
    
    /db
    
        - misc.txt:
            # Oil production efficiency
                0.1 # 0.9. 1.0
            # Metal production efficiency
                0.1 # 0.9. 1.0
            # Energy production efficiency
                0.1 # 0.9. 1.0
            # Rare Materials production efficiency
                0.1 # 0.9. 1.0
            - This is part of the resource revamp, explained beneath with more detail.
    
        - revolt.txt (note to self: Take a look later to see if the numbers truly check-out)
            - Fixed label of Broken Hills' Capital province
            - Province Yuma (6145) added among Caesar's Legion extra provinces
            - Darien Tribes' new minium and capital are now La Palma (4286) not Panamá (888). Panamá is now on the extras part.
            - Harlequins' capital and minimum provinces changed from Lafayette (680) to New Orleans (679).
            - Added Baton Rouge (6274) as extra province.
            - Kansas Free State capital is now (792) instead of Tyler (711) as it was before, which was wrong.
            - Manitou Tribes minimum province Tallahassee (677) swapped for Bay Minette (6430). Extra (6430) swapped for (677).
            - Mutant Army now has Duluth (6339) as extra province, capital changed from Rochester (693) to Saint Paul (694).
            - New Arroyo capital changed from Eugene (786) to Marshfield (6107)
            - Pioneer Alliance now has extra provinces.
            - Spiders extras: Miami (651) switched to Orlando (650) and Titusville (6322) added.
            - Texas Reformed now gets most of Texas
            - Under-Nation was revolt = yes, is now revolt = no.
            - The Vipers capital was wrong. Changed from province 722 to Roswell (724)
            - Vault City capital changed from 771 to Andrews (6104)
            - Warriors of Ice capital changed from Rankin Inlet (560) to Port Nelson (6714). Churchill (6713) added to minimum province and removed from extra.
            - God Machine had no extra provinces, got many.
            - Reavers now have Jefferson City (6361) and Poplar Bluff (6364) as extra provinces.
            - Commonwealth now has extra minimum provinces: Fredericton (580), Bangor (582), Portland, ME (583), Burlington, VT (594), Concord(595), Hartford (2719), Augusta, ME (6367), Caribou (6368), Greenville, ME (6369), Skowhegan (6370), Berlin, NH (6372), Rutland (6373), Montpelier (6374), Pittsfield (6376), Oromocto (6601).
            - Mayan Empire has more minimum provinces, not just the capital but all starting ones. Playa del Carmen (4308) is no longer minimum. Mérida (756), Belize City (758), La Libertad (4305), Belmopan (4306), Tizimin (4307), Chetumal (4310), Campeche (4311), Escarcega (4312), Ciudad del Carmen (4313), (7377), Nicolas Bravo (7378), are all extra.
            - Less white spaces
            - Three added Proof-of-Concept non-functional nations on revolt files.
    
        - Province.csv:
            - 6874 swap to 548
            - 548 swap to 6874
            - Province False Pass (6874) now has beaches, port and a seazone province (4271).
    
        /events
    
            Caesar's_Legion.txt
                - "Hail Caesar" now gives Caesar an extra +1 speed value for land units and a 110% wartime ic modifier for "Total War"
                - "Veni, Vidi... Vici?" gives Caesar extra claims and unlocks a division.
                - Added some events to help the Legion expand earlier on. Not 100% implemented.
                - The Legion now gets a bonus if its attacked by the NCR early on between 2245 and 2248. Does not apply to human players.
    
            Commonwealth.txt
                - Choosing Minutemen will now change interventionism to 3 (was 2)
                - A few added but disabled commands in the Minutemen path which sleeps some ministers
                - Choosing Institute will wake up more ministers
                - Added a disabled event where the Gunners take over the Commonwealth
                - "Reach an Agreement" option will now sleep some ministers
                - Fixed some typos. Was literally unplayable.
                - "Final Government":
                    - action "Minutemen" and "Institute" will wake and sleep some more ministers
                    - The third action will wake up more ministers and sleep some others
                - Higher chance of Commonwealth military intervention against the Dark Cathedral if the Institute is not in charge
                - "Militarized Frontier" event gives free manpower to the Commonwealth (too excessive?)
                - Province 602 now suffers a loss of -1 IC in the second Commonwealth incursion
                - Treaty with Dark Cathedral cannot be done before June 2245. Plus, Commonwealth will now claim Province 6331.
                - "Commonwealth Demands" will now secede province 6331 (Troy) to the Commonwealth
                - Dark Cathedral will now receive Province 603 if they accept demands
                - New event for Minutemen if they are not part of the Civil War - they will get refugees.
                - New events in the Development of provinces chain, in which the Commonwealth dismantle Dark Cathedral cults and integrates the Old Commonwealth
                - "Fission Reactors" event: Gen V models now give rare materials.
                - "Fusion Reactors" event: All the steps in progress now give rare materials.
                - Less white space.
    
            Dark_Cathedral.txt
                - Start of Game - Children of the Night:
                    - Event now starts at hour 8 not 10
                    - "105th Light Infantry Btn." is now added when = 1, not when = 0 where = -25
                    - "501st Military Police Btn." has one garrison unit less now (aparently)
                    - "7th FUS Regiment" now starts in province 6379 (was 610)
                    - New starting division: "Newark Tralls", an Irregular Model 0 unit.
                    - The second event now starts at hour 8 as well.
                - Start of game - Dark Cathedral    
                    - No longer starts game activating the Slavery tech
                    - Adds the following units now:
                        command = { type = add_corps which = "Witches" value = land when = -1 where = 6380 }
                        command = { type = add_division which = "Wiches" value = marine when = 0 }
                        command = { trigger = { random = 40 } type = add_division which = "Wiches" value = marine when = 1 }
                        - Note to self: Should be Witches now Wiches.
                    - The event would disorg and damage two divisions each, now it disorgs four instead.
                - Start of game - Dark Persuasions
                    - Now starts at Hour 10 of Day 9, instead of Day 10.
                    - New unit:
                        command = { type = strength which = garrison when = 1 where = 1 org = 100 value = 1 } #I just want all cultist to be at max org.
                - New event added: Dark Crusade. Causes dissent and demobilizes units IF the Dark Cathedral takes too long (after 2246) to take over the FUSA, losing fervour.
                - "Slaves to Darkness" will now trigger in Day 10 instead of 9.
                - Added some space where it was necessary.
    
            Dead_Islands.txt
                "Ancient Sickness" event, "Mystery of the Dead Islands", "Mysterious Sickness" and "Forbidding Islands" events: No more unecessary random = no, some adjustment of date formats.
                "Lost Bases", "Lost Naval Squadron", "Lost Air Group", "Gauss Weapons and Power Armor" and "Lost A.I." events: No more unecessary random = no.
                "The Blast Doors Are Opened!" event: Now applicable to the Commonwealth. Also some changes on the dates.
                "Restoration of the Bases" event: Some adjustment of date formats.
    
            Decisions.txt
                - Gun Runners are now allowed for all in 2257 (was 2258)
                - "Invest in National Infrastructures: Fallout version" event: 
                    - Now cheaper.
                    - The third level of investment now builds up +20 infra.
                    - First level no longer uses the infra_investment flag.
                - "Invest in National Research", Generic, Old World and Guilds Versions:
                    - Changed some action triggers.
                - "Overwork Slaves"
                    - Enhanced decision, less cumbersome, AI can now take it with better ease.
                - ALB is now one of the "Blessed Tags" that can search for Horses earlier
    
            Enclave.txt
                - "New Drug (from New Reno)", "New Drug Origin", "Start of game - Welcome Mr President!", "Start of game - Enclave Secret Program (Deathclaws)", "Enclave Secret Program (Ressurection)", "Enclave Secret Program (The Horrigan Resurrection)"  event: Date format changes
                - "New Drug Ransom", "New Drug Refusal", "Prisoner Shipments Arrive", "Damn Slavers Refuse": persistent is now in a better place in the event structure
                - "The Seward Ice Mines":
                    - persistent is now in a better place in the event structure
                    - Date format changes
                - "War with Reno":
                    - Date format changes
                    - Accounts for the right province ID for Klamath Falls province (6106, was 785)
                    - Small ai chance change
                - "We Need Prisoners":
                    - persistent is now in a better place in the event structure
                    - Date format changes
                    - Slightly larger maximum manpower for going after Prisioners (6, was 5)
                    - Shorter offset, Enclave will repeat this event every 90 days (instead of 120)
                    - AI Enclave will always choose to send for Prisoners
                - "Enclave Secret Program - Deathclaw Early Results"
                    - Date format changes
                    - No more different early result events for AI and human
                    - No more ai = no on trigger because there's one event now
                    - Now has ai_chance because AI and player use the same event.
                    - The list of slept events is now properly ordered by event number. Yeah this kind of thing bothers me too, based Arcangelus.
                    - No longer sleeps the ai file in the player version, because the AI version no longer exists
                    - Fixed typos in comments, literally unmoddable
                - Enclave Secret Program (Project Apocalypse - find files): 
                    - Is now a decision
                    - Date format changes.
                - Enclave Secret Program (Project Apocalypse - start): 
                    - Minor formatting changes
                    - Date format changes.
                - Enclave Secret Program(Project Apocalypse - success): Minor formatting changes
                - The President's Address: The empty command had a starting parenthesis in place of a starting bracket
                - Annex Navarro:
                    - Will now give Supply Convoys
                - Navarro's fall: Now checks wherever the country is at war against the Enclave
    
            Former_USA.txt
                - "Dark Cathedral Brother Cainite":
                    - Removed previously commented divisions that would go from FUSA to Dark Cathedral and are now handled by separate files
                    - US Navy will now be reinforced at the onset of the Civil War
                    - Will no longer damage two US Divisions
                    - Removed a bunch of commented out divisions which would switch_allegiance, but AFAIK now start on Dark Cathedral side
                - "Dark Cathedral Found":
                    - Now a decision
                    - Cleaned up requirements.
                    - Date format changes.
                - "Unexpected Help":
                    - Changed name of a corps in the first option.    
                    - A new second option. Asked Arcangelus to clarify what its supposed to do.
                        - Arcangelus said its supposed to be AI-only, but it lacks an trigger to set it up as only an AI option. FIX THIS
                - "The Big Red One":
                    - Now a decision.
                    - Date format changes.
                    - Decision will be appear when one of the following will:
                        - Lost 30% of national territory
                        - Lost 25% of IC
                        - Lost 25% of VPs
                        - Does not control Province Annapolis (6464)
                        - Does not control Province Frederick (6467)
                    - Can be taken/is triggered by:
                        - Division exists (Duh)
                        - Is at war
                        - Then one of the following:
                            - Does not have VP = 25
                            - 10% of VP in enemy hands
                            - 40% of national provinces VP in enemy hands
                            - 25% VP in enemy hands
                            - Not in control of the capital
                            - Lost province Frederick (6467)
                    - The second event which unlocks it in 2246 automatically makes sure that the first one didn't fire
                - "Fusa's Reckoning":
                    - Now the decision appears even while the Dark Cathedral exists
                    - Now appears when The States only has 50% of land forces compared to Junkers, as it assumes the player knows what he is doing
                    - Can be done if the Dark Cathedral still exists
                    - The States' can only do it when it has 90% of the Junkers' numbers in land forces
                - "Baby's Been a Bad, Bad Boy": Redundant since the Dark Cathedral changes, deleted. Event Id open.
    
            General.txt
                - "Leads on a Lost Vault": Can now appear for the Commonwealth
    
            Junkers.txt
                - New events in which Junkers can ask for terms with The States
                    - "What a Pile of Junk": New event, in which the Junkers are losing to FUSA in the Civil War, but not too badly, yet the States remains strong.
                    - "Junkers ask for Terms/Rust Peace": New event, in which the Feds send terms for the Junkers. Comes from the previous one.
                    - "Junkers' Armistice": Dark Cathedral event in which Dark Cathedral reacts to Junkers peacing out and surrendering some Dark Cathedral territory taken by Junkers during war.
    
            New_Arroyo.txt:
                - Ongoing Disturbing Incidents - Investigation Success: Fixed a CTD caused by "once_choice" instead of "one_action"
    
    
            NCR.txt
                - Added an AI-only which is aparently there to get rid of Caesar's Legion in Baja.
                - "Ongoing Disturbing Incidents - Investigation Success":
                    - Is now one_action and persistent.
                    - The AI can always choose peace.
                - "Deathclaws Decide Secret Enclave Program - Deathclaws NCR - nasty legacy": Deactivated because it requires an impossible flag
                - The event in which Deathclaws decide no longer uses the rat_harshness flag because, again, it is never set.
                - Eternal War against the Deathclaws is persistent
    
            New_Arroyo.txt
                - Ongoing Disturbing Incidents - Investigation Success (Nasty Legacy): Now a once-choice event.
                - Disabled redundant events
                - "Luddite Revolt" no longer has random=no.
                
            Raids.txt
                - Caesar's Legion can now raid Texas Reformed, but it requires the same conditions as raiding New Church - Vipers not existing.
                - Caesar's Legion raids on the NCR are now more sporadic, due to NCR counter-strikes, but also earn more in manpower and supplies.
                - Caesar's Legion AI now has 10% chance not to raid Broken Hills (was 20%)
    
            Rebels.txt
                - Added some more Marauders to Moab province in order to prevent Kurtz mapsnakes (I can't wait to finally get Kurtz out of Utah).
                - More revolts in Flagstaff province
                - A few other minor changes
                - Changed this:
                    command = { trigger = { control = { province = 6874 } } type = control which = REB value = 6874 }
                  Into this:
                    command = { trigger = { control = { province = 548 } } type = control which = REB value = 548 }
                  In order to switch the provinces Dillingham and False Pass.
    
            Releasing_units.txt
                - The NCR's 16th US Division will only release IF the NCR is under attack now. It will no longer release if the NCR attacks other nations.
                - Releasing "The Big Red One" is no longer in this event file.
    
            Resources.txt
                - Overabundant Energy event will have a "Do Nothing" option only if Rare Storehouses haven't been built yet, for some reason.
                - "Wasting Energy" event no longer checks if the nation has made energy storage measures, it can only pop up if you choose to do nothing in the Averabundant Energy event.
                - "Using the Energy" event: Can only barter for military equipment if one has less than 11 Mercenary units.
                - "Using the Energy" decision:    
                    - Now useable by Commonwealth and Navarro Base
                    - Can only barter for military equipment if one has less than 11 Mercenary units. No longer has a trigger related to wherever a nation is AI-controlled.
                    - No longer disallows boosting industry with energy if the nation has 70.000 or more energy AND 100 IC. Now the only restriction is the IC. Also increased energypool expense, from -15.000 to -20.000, in this option.
                    - For nations with more than 100 IC but less than 120, energy expenses are now 51.000 (was 70.000)
                - "Rusting Metal Graveyards": Can no longer do nothing if one has rare storehouse (bug?)
                - "Rusting Hulks": Eliminated redundant trigger for checking if the nation doesn't have metal storehouses.
                - "Using the Metal", "Using the Rare Materials": Now useable by Commonwealth and Navarro Base
                - "Radioactive Cellars" will have a "Do Nothing" option only if Rare Storehouses haven't been built yet
                - "People Are Getting Sick" Eliminated redundant trigger for checking if the nation doesn't have rare material storehouses.
                - A new event for restoring Gecko's nuclear reactor if it goes capput
    
            Slavers'_Guild.txt
                    - "Selling at Slave Markets", "Buying at Slave Markets", "Trading at Slave Markets": Compressed into a single decision.
                    - New Slave Markets event has action triggers which help the AI to buy slaves.
                    - "Guild Certification", "Slaving Profits" (all versions), "Guild Membership Dues": Date format change.
    
            Unifications.txt
                - "New Hampshire-Maine-Vermont United": 
                    - Unifying Vermont now requires taking only 33% of its land area (because it has only 3 provinces, so... kinda impossible doing that normally)
                    - Changed date formatting 
                - Oregon United:
                    - Now has a small bonus of +0.84% consumer goods efficiency, to account for the local gold and silver mines.
    
            Wasteland_Revolt.txt
                Changed this:
                    command = { type = control which = REB value = 6874 } #False Pass, Alaska
                Into:
                    command = { type = control which = REB value = 548 } #Dillingham, Alaska
    
            West_BoS.txt
                - Less White Space
                - "Reconciliation with NCR": Changed date formatting.
                - Deleted the old manpower tech events, passed into tech.
    
        /ministers
            - ministers_BOS.csv
                - New mininsters, including extra sets of mininsters for Institute, Minutemen and even a Gunner set.
    
        /tech
            - Resource Overhaul Tech Overhaul:
                - A revamp dedicated to making resources less abundant and more scarce through the world, by making nations produce less resources by default, and introducing the new modifiers for resource production into technologies. Scarcity means more reasons for trade and warfare, making the game harder (especially for the human player), among other differences. Plus, it cushions the effect of the adding of new resources in the map. Right now, there's just too much resources, and that was even before the map's resources started being revamped. This will be done by:
                    - Making resource production start far lower than by default (10% instead of 100%)
                    - Giving +efficiency effects to many technologies
                    - Getting rid of off-map tech bonuses to resources. These should only come in Secret Techs, scenario config and events.
                    - Keeping the off-map resources for nations which start outside areas of the map revamped with resource distribution.
                    - Making energy-to-fusion cell conversion require more energy, thus diminishing both resources' availability.
                - Files affected:
                    - misc.txt
                    - industry_tech.txt
                    - naval_tech.txt
                    - secret_weapons_tech.txt
                    - naval_doctrines.txt
    
            - air_doctrines_tech.txt: 
                - Category changed to naval.
                - Robot GDE Fix: Due to forgetfulness, during the change to the combat systems, it was forgotten that the Robots have their own 
                - Independent Units not Independant Units. Literally unplayable.
                warfare doctrine in the Robotics tech-file. This means that Robots cannot increase their GDE, unlike humans, making them underpowered. Robot nations also start with 60% "by default" due to Robot Race giving +10% GDE.
                    Remote Control: +10% GDE
                    Land Battle: +10% GDE
                    Land Operational Battle: 5% GDE
                    Sub-unit Operations: 5% GDE
                    Land Air Navy Co-ordination: 5% GDE
                    High Level Warfare: 5% GDE
                    Independent Units: 5% GDE
                    Continuous Improvement: 5% GDE
    
            - aircraft_tech.txt:
                - Improved Zeppelin Bomber and Sky Fortress techs increases air transport unit range by +500 each
    
            - industry_tech.txt:
                - Animal Husbandry, Windmills, Sheltered Agriculture, Large Brahmin Farms, Limited Wasteland Agriculture, Extensive Greenhouses, Extensive Wastelands Trade, Great Brahmin Caravans, Apothecaries, Medicine, Improved Medicine: All the Brotherhood of Steel off-map manpower bonuses/maluses, relative_manpower increase restrictions and such, are now purely manifested by tech, not events.
                - Mechanized Trade Transport: -5% energy cell production efficiency
                - Organic Trade Transport: No longer gives a -5% supply production efficiency malus
                - Scavenging techs are now meant to be fast to research with small start years, but weaker technologies, in opposition to Industry.
                - Replaced all instances of:
                    command = { type = free_energy
                    command = { type = free_money 
                    command = { type = free_rare_materials
                    command = { type = free_oil
                    command = { type = free_metal
                    - With special commands which make those bonuses only pop with a local flag called Offmap_Resources, which is given to certain nations in their start-up events.
                     - This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
                - The following technologies now yield increased efficiency for producing Fusion Cells through conversion of energy cells: Batteries, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power.
                - The following technologies will increase efficiency of producing Fusion Cells from provinces on the map: Batteries, Pre-War Devices, Basic Electronics, Rudimentary Atomic Power, Pre-War Materials, Improved Electronics, Recycling, Advanced Atomic Plant , Basic Fusion Power, Advanced Fusion 
                - The following technologies will increase efficiency of producing Energy: Windmills, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power, Pre-War Materials. Greening Ways secret technology will also increase it as well, for tribal nations.
                - The following technologies will reduce efficiency of producing energy: Windmills, Recycling and Advanced Mining.
                - The following technologies will increase efficiency of producing Metals: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Abundant Clean Water, Reliable Water Wells, Recycling. Also, Naval Recovery in Naval techs and Greening Ways the secret tech.
                - The following technologies will increase efficiency of producing Rare Materials: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Medicine, Improved Medicine, Rad-Away, Reliable Water Wells, Recycling, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power. Also, Greening Ways in Secret Techs.
                - The following technologies will reduce efficiency of producing Rare Materials: Combat Implants.
                - The industrial branch of technologies will now give larger, but IC-only bonuses, whereas Scavenging will give a "total" bonus, which affects production of Rares, Metals, Energy, Oil and IC. Changed techs: Workshops, Early Factories, Early Industrialization, New Era Industrialization. Also Anti-Gravity among secret technologies.
    
            - infantry.txt:
                Robot Race: Gives Robots 10% GDE. For now, Robots start with more 10% GDE than the other races. 
    
            - land_doctrine.txt:
                - Attrition Warfare: 
                    - Gives the Brotherhood of Steel an off-map manpower bonus.
                    - BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus.
                - Meatgrinder Training, Professional Training, Respect, Disdain: Properly sets manpower bonuses and penalties for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
    
            - naval_tech.txt:
                - Category changed to air_doctrines.
                - Pioneers, Free Farmers, Free Ranchers, Free Towns, Slavery, Slave Labor, Slave Markets, Aspire to Glory, Preservation, Monodominance, Social Control, Loyalty Culture, Child Labor, Young Soldiers: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
                - Baby Boom, Wastelands Education, New Order Schools:
                    - Gives the Brotherhood of Steel an off-map manpower bonus/malus.
                    - BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus/malus.
                - Scorched Earth can now be taken with Structured Machine Society, for Robots.
                - Machine Integration: Fixed "Integations" typo, literally unplayable.
                - Replaced all instances of:
                    command = { type = free_energy
                    command = { type = free_money 
                    command = { type = free_rare_materials
                    command = { type = free_oil
                    command = { type = free_metal
                    - With:
                     command = { trigger = { NOT = { country = ARM ALB BHU BRA CAL DEN FRA GER HOL ITA IRQ JAP MOR POL POR ROM SCH SWE TUR U30 WLL } } type =
                     - This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
                - The following technologies will increase efficiency of producing Money from Consumer Goods Efficiency: Bottlecap Money, New Era Money, Taxation Systems, Systematic Taxation, It Never Changes, Slavery, Slave Labor, Slave Markets, Slaver Society, Inclusive Machine Rule, Machine Labor Camps. Also, Extensive Wastelands Trade and Great Brahmin Caravans over on Industrial techs, and Anti-Gravity among Secret Techs.
    
            - secret_weapons_tech.txt
                - Minor formatting fixes.
                - Intelligent Mutated Animals, Rad Resistant Crops: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
    
    
        /units
    
            - division_types.txt
                - Removed white space.
    
            - Lista_divisiones.txt
                - Fixed typo. Literally unlistable.
    
            /brigades
                - anti_air.txt
                    - Eliminated redudant manpower columns
                    - Less white space.
                    - Eliminated useless model-6
                - cavalry_brigade.txt
                    - All cavalry units now have the following defensive stats:
                        defensiveness                 = -2
                        toughness                     = -2
                        airdefence                     = -1
                    - Wild Horses (Cavalry) - 0: Now has maxspeed 3 (was 2)
                    - Pure Breed Horses - 1:
                        - defaultorganisation  =  5
                        - transportweight         =  1.5 (was 2)
                        - maxspeed                =  4 (was 3)
                    - Armored Horses - 2 (Armored horses)
                        - defaultorganisation  =  10 (was 5)
                        - morale               =  10 (was 5)
                        - suppression          =  6    
                        - upgrade_time_factor  =  0.5
                        - maxspeed             =  4
                    Cyber-Horse - 3
                        - defaultorganisation  =  10
                        - suppression          =  8
                        - hardattack           =  5
                        - maxspeed             =  6
                    Ghoulified Horse - 4
                        - suppression          =  10 #terrifying
                        - hardattack           =  4
                        - maxspeed             =  6
    
    
            /divisions
                - battlecruiser.txt, battleship.txt, carrier.txt, cavalry.txt, d_rsv_33.txt, d_rsv_34.txt, d_rsv_35.txt, destroyer.txt, flying_bomb.txt, garrison.txt, heavy_cruiser.txt, infantry.txt, light_cruiser.txt, mechanized.txt, militia.txt, motorized.txt, paratrooper.txt, tactical_bomber.txt, transport_plane.txt: Eliminated White space.
                - bergsjaeger.txt:
                    - Eliminated White space.
                    - Base manpower requirement decreased to 11 (was 12, may reverse it)
                    - Removed obsolete speed_cap stats.
                - d_rsv_36.txt:
                    - Eliminated white space.
                    - Supply consumption changed from 0.1 to 0.3 to prevent balooning to inane levels. 
                - marine.txt:
                    - Fixed the bug in which airdefence was mistakenly called airattack, giving Irregular units an insane 14 air attack.
                    - Eliminated white space. 
    
    /gfx
    
        /interface
    
            - Blueprints.bmp: Blueprints now look prettier.
    
        /map
            /flags
                - New files:
                    Flag_NEP.bmp
                    Flag_NEP_2.bmp
                    Flag_PER.bmp
                    icon_NEP.bmp
                    icon_NEP_2.bmp
    
            /shields
                - New files:
                    Shield_NEP.bmp
                    Shield_NEP_2.bmp
                    Shield_PER.bmp
    
            /units
                - Spiders sprite issue fixed.
    
    /map
        - Fixed "Deloraine" bug which was causing the Deloraine province to be linked to a far-away province. Affected files:
            airdist.tbl
            distances.csv
            navaldist2.tbl
    
    
    /scenarios
    
        /2245:
    
            - 2245 - Boston.eug
                - Added Dormant Ministers for The Institute, the Special Joint Government and Gunners (incomplete)
    
                        - Caesar's_Legion.inc
                            - Removed some White Space
                            - new claimedprovinces = { 6147 6148 }
                            - Caesar's Legion now starts with the following extra techs to give it a leg up: 
                                - 3170 # Social Control, 5130 # Organized Scrap Teams, 5430 # Early Trade Caravans, 6470 # Melee weapons, 8160 # Sailing
                            - The following technologies are no longer deactivated:
                                7010 # Alien Physiology
                                7020 # Adv. Survival Equipment
                                7030 # Robotic Bio-weapons
                                7040 # Path of the Shaman
                                7050 # Gathering of the Tribes
                                7060 # Way of Dreams
                                7070 # Unity of the Tribes
                                7080 # Greening Ways
                                7090 # Harmony
                                7100 # Animal Genetics
                                7110 # Plant Genetics
                                7120 # Human Genetics
                                7130 # Intelligent Mutated Animals
                                7140 # Rad Resistant Crops
                                7150 # Super Soldiers
                                7160 # Parapsychic Science
                                7170 # Mind Powers
                                7180 # Vault Locations
                                7190 # Glory of the Eagle
                                7200 # Legacy of the Master
                                7210 # Wu Shu
                                7220 # Intelligent Rat Scouts
                                7230 # Way of the Open Palm
                                7240 # Way of the Clenched Fist
                                7250 # Combat Implants
                                7260 # Giant Mutated Spiders
                                7270 # Stealth Fields
                                7280 # Data Centers
                                7290 # Biological Warfare
                                7300 # Chi Mastery
                                7310 # Heroism
                                7320 # Alien Armor
                                7330 # Alien Weapons
                                7340 # Anti-gravity
                            - Starts with blueprints for New Era Money (AKA Denarii) and Wastelands Control
    
                        - Commonwealth.inc
                            - Arcangelus commented out most of the scenario file resources. Ugh, Arcangelus' use of province.csv gives me soul pain. FIX THAT.
    
                        - Dark_Cathedral.inc
                            - Dark Cathedral policy changed:
                                From:
                                    policy = {
                                        date = { year = 0 month = 0 day = 0 }
                                        democratic = 1
                                        political_left = 1
                                        freedom = 7
                                        free_market = 9
                                        professional_army = 8
                                        defense_lobby = 6
                                        interventionism = 7
                                    }
                                To:
                                    policy = {
                                        date = { year = 0 month = 0 day = 0 }
                                        democratic = 1
                                        political_left = 1
                                        freedom = 7
                                        free_market = 2
                                        professional_army = 7
                                        defense_lobby = 10
                                        interventionism = 8
                                    }
    
                                - Dark Cathedral now starts with the following technologies:
                                    1140 # Irregulars
                                    3020 # Slave Labor
                                    3170 # Social Control
                                    3390 # Child Labor
                                    3400 # Child Labor
                                    6100 # Wastelands War - Warrior Bands. Was deactivated before. It may be why they do so poorly.
                                    6320 # Disdain
                                    6460 # Ruins Fighting
                                - Warrior Bands is no longer deactivated, it might have been nerfing them.
    
                        - Enclave.inc: 
                            - Enclave Dillingham-False Pass switch done. See bellow for details.
                            - Enclave now has 0.03 manpower off-map income per day.
    
                        - Former_USA - Boston.inc
                            - Eliminated white space
                            - New national province: Long Beach (6329)
                            - "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)
    
                        - Former_USA.inc
                            - New national province: Long Beach (6329)
                            - "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)
                            
                        - NROM.inc
                            - Eliminated white space
                            - Now owns province Cuernavaca (4330)
    
                        - Permafrost.inc
                            - New owned, controlled and national province: Coral Harbour (6836)
                            - Note: Lots of provinces shuffled to Province.csv. Deeply annoying.
    
                        - Rebels.inc
                            - No longer start controlling provinces Moab (2678) and Coral Harbour (6836)
                            - Now start controlling province Bahía de Los Angeles (4351) instead of Mexicali (4353)
                            - Will now start controlling provinces Edmonton (796) and Bend (6776)
                            - Some marauders who were once in Mexicalli are now in Bahía de los Angeles
                            - Some marauders in Moab province were aparently removed
                            - "Altar Desert Inhabitants" division Removed. Surprised Arcangelus did that.
                            - Long Rioters removed from file.
    
                        - Wastelands.inc
                            - Less White Space.
                            - All Idaho provinces removed to Provinces.csv
                            - All Alaska provinces removed to Provinces.csv
                            - Minnesota Wasteland: All provinces except Rochester and Hibbing removed.
                            - Virginia Wastelands: Lynchburg and Pulanski removed.
                            - New York Wastelands: Jamestown, NY removed (to Dark Cathedral?)
                            - New Hampshire Wasteland: Berlin, NH removed. Manchester was commented, Concord had infra and mp commented out.
                            - Northwest Territories: Eskimo Point, Igloolik, Padlei and Akimiski Island removed (Permafrost or CSV?)
                            - Ontario Wasteland: Barrie removed (to where?)
                            - Quebec Wasteland: Most provinces removed.
                            - New Foundland and Labrador Wasteland: Most provinced commented out or removed.
                            - Yucatan Wasteland: A few provinces less - gone to Mayan Empire or CSV?
                            - Panaman Ridge Wastelands: All but Balboa or Provenir gone, either to csv or Darien Tribes
                            - Antilles Wasteland and Bermuda Wasteland: All provinces that were on-map removed.
                            - Cuba Wasteland: Many provinces removed (to csv, probably)
                            - Hispaniola Wasteland: San Andres removed.
                            - Changed the in-file state references:
                                - Dillingham: Now a Wasteland province. Add old province data from False Pass here.
                                - Mark False Pass as ENG/Enclave.
                            - ownedprovinces = Now includes 548 instead of 6874
                            - controlledprovinces = Now includes 548 instead of 6874
    
            - Enclave Dillingham-False Pass switch: Turns out someone (either me or Keyenes2.0) mistakenly adapted Enclave's Unimak Island into Dillingham Province. I recently realized that Unimak Island = False Pass Province. This could be affecting the Enclave and weakening it. So, in order to undo this mistake, I have done changes.
    
                Files affected: Enclave.inc, Wasteland.inc, Rebels.txt, Wasteland_Revolt.txt, Province.csv.
    
                - Enclave.inc
                    province = {
                    id = 6874 # False Pass. Was in Dillingham. Was Unimak Island in old map.
                    ic = 12
                    energy = 5
                    metal = 30
                    rare_materials = 2
                    manpower = 1
                    infra = 0.5 # csv
                    points = 11 # Was 12
                    oilpool = 100 supplypool = 500
                    }
                        
                    Was:
                        province = {
                        id = 548 # Dillingham. Was Unimak Island
                        ic = 12
                        energy = 5
                        metal = 30
                        rare_materials = 2
                        manpower = 1
                        infra = 0.5 # csv
                        points = 11 # Was 12
                        oilpool = 100 supplypool = 500
                        }
                        
                    ownedprovinces        = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
                    controlledprovinces = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
                    nationalprovinces    = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }    
                        
                    Was:
                    
                        ownedprovinces        = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                        controlledprovinces = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                        nationalprovinces    = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                    
                    landunit = {
                        location = 6874 # Unimak Island
                        id = { type = 10001 id = 1 }
                        name = "Reserve Brigade"
                        division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
                        }
                    
                    Was:
                        landunit = {
                            location = 548 # Unimak Island
                            id = { type = 10001 id = 1 }
                            name = "Reserve Brigade"
                            division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
                            }
                    
                    
                    navalunit = {
                        location = 549 # Anchorage
                        id       = { type = 10001 id = 9 }
                        base     = 6874
                        name     = "Poseidon Main Fleet"
                        division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
                        division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
                        division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
                        division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
                        }
                    
                    Was:
                        
                        navalunit = {
                            location = 549 # Anchorage
                            id       = { type = 10001 id = 9 }
                            base     = 548
                            name     = "Poseidon Main Fleet"
                            division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
                            division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
                            division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
                            division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
                            }
                        
                    Was:
    
                        airunit = {
                            location = 549 # Anchorage
                            id    = { type = 10001 id = 14 }
                            base    = 6874
                            name    = "Air Transport Unit"
                            division = { id = { type = 10001 id = 15 } experience = 40 name = "V-Bird Transport Alpha" type = transport_plane model = 5 }
                            }
    
            - Oregon Resource Revamp! After lots of toil and research, Oregon now has new resources on the map. IC, Rares, Metals, Energy, Fusion Cells and Manpower all changed and re-ba
            lanced, using real-world data and calculations of Oregon's pre and post-war popullation. Done criteriously in order to account both verisimilitude, real-life data, canon AND gameplay! Altered files: 
                - Gecko.inc
                - New Arroyo.inc
                - Vault_City.inc
                - Wasteland.inc
    
            - Gecko.inc province changes:
                - Not many changes,  the biggest one is severely decreasing Gecko's MP to align it with Vault City's, it was too big for some reason.
                province = {
                    id = 6103 # Gecko/Vale
                    ic = 32 # 39
                    energy = 178.6 # Was 176 (Reactor). Neal Hot Springs (2.47/3.30), Owyhee Dam (0.00/0.43), Michell Butte Power Project (0.13/0.18), 176 (Gecko Nuclear Reactor/Poseidon Oil Reactor Nº 5). Nuclear is 176. Geothermal is 2.47/3.30. Hydro is 0.13/0.61.
                    metal = 15
                    rare_materials = 13
                    oil = 30
                    nuclear_reactor = 1
                    infra = 0.4
                    manpower = 1 # Was 6. Was 4
                    points = 35 # Was 37. Was 39
                    } 
                free = { 
                    manpower = 0.023 # Ghouls of Oregon
                    }
                - Gecko has 0.023 (or 0.23 on-map MP) to account for the Ghoul popullation of Oregon, this number was left-over and could't be on map, so I added it off-map.
                    Was:
                        province = {
                            id = 6103 # Gecko/Vale
                            ic = 32 # 39
                            energy = 176
                            metal = 15
                            rare_materials = 13
                            oil = 30
                            nuclear_reactor = 1
                            infra = 0.4
                            manpower = 6 #was 4
                            points = 37 # Was 39
                            }
            
            - New Arroyo.inc province changes:
                province = {
                    id = 6107 # Arroyo/Marshfield
                    ic = 11 # scenario (10), Roseburg Forest Products/Ford Forestry Coquille. Was 10
                    energy = 78.76 # was 40 (Fantasy), Coos Bay Field (19.26/38.52), Eden Ridge Field (19.50/32.50)
                    metal = 5.13 # was 5 (fantasy). Sourdough Mine (0.01 Fe Metals), Agness District (0.12 Fe metals)
                    rare_materials = 18.06 # was 15 (fantasy). Sourdough Mine (0.43), Black Sands (1.85 Cr Rares + 0.55 Cr Rares), Vanadium Black Sand Sandstone Deposit (0.15/0.15 V Rares), Agness District (0.08 V Rares)
                    oil = 0
                    infra = 0.3
                    manpower = 3
                    naval_base = { size = 1 current_size = 0 }
                    points = 15 # Was 12. Was 13 
                    }
                province = {
                    id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
                    ic = 9 # scenario (8), Willamette Industries Inc/Dallas Industries Lumber Mill. Was 8
                    energy = 7
                    metal = 20
                    rare_materials = 6.07 # was 6 (fantasy). Ferruginous Bauxite in Newport Beach, Big Creek Bay and Yaquina Bay (0.07 Cr Rares)
                    oil = 0
                    infra = 0.3
                    manpower = 2
                    points = 8 # was 7. Was 10
                    } 
                province = {
                    id = 6110 # Salem
                    ic = 16 # Scenario (15), Teledyne Wah Chang Plant/Kuo-Muin Corporation Plant . Was 15
                    energy = 44.72 # Was 20 (fantasy). Carmen Smith (8.57/11.43), Detroit Dam (7.50/10.00), Green Peter (6.00/8.00), Foster Dam (1.50/2.00), Big Cliff Dam (0.90/1.80), Falls Creek (0.20/0.41), Lacomb Irrigation District (0.05/0.10). Hydro is 24.72/33.74. 
                    metal = 13.3 # fantasy (8), Oregon Ferruginous Bauxites (4.35 Fe Metals + 0.95 Ti). Was 8
                    rare_materials = 10.82 # fantasy (6), Oregon Ferruginous Bauxites (4.82/48.26 Al Rares). Was 6
                    oil = 5
                    infra = 0.4
                    manpower = 1
                    points = 13 # Was 11
                    } 
                Was:
                    province = {
                        id = 6107 # Arroyo/Marshfield
                        ic = 10
                        energy = 40
                        metal = 5
                        rare_materials = 15
                        oil = 0
                        infra = 0.3
                        manpower = 3
                        naval_base = { size = 1 current_size = 0 }
                        points = 12 # Was 13 
                        }
                    province = {
                        id = 6110 # Salem
                        ic = 15
                        energy = 20
                        metal = 8
                        rare_materials = 6
                        oil = 5
                        infra = 0.4
                        manpower = 1
                        points = 11
                        }
                    province = {
                        id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
                        ic = 8
                        energy = 7
                        metal = 20
                        rare_materials = 6
                        oil = 0
                        infra = 0.3
                        manpower = 2
                        points = 7 # Was 10
                        }
            - Pioneer_Alliance.inc province changes:
                province = {
                    id = 6106 # Klamath Falls
                    ic = 16
                    energy = 30.37 # was 19 (fantasy). Link River Dam (3.77/15.10), John C Boyle Dam (7.40/9.87), East Side (0.08/0.32), OIT Geo-Heat Center (0.07/0.15), Sprague Hydro (0.00/0.12), C-Drop Hydro (0.05/0.11). Hydro is 11.30/25.67, Geothermal is 0.07/0.15.             
                    metal = 9
                    rare_materials = 10 #5
                    oil = 2
                    infra = 0.4
                    manpower = 2
                    points = 11 # Was 9. Was 12
                    } 
                free = { 
                    manpower = 0.062 # Slags of the Ghost Farm
                }
                - The free manpower comes from the Slags, the mutant underground popullace north of Modoc. This was essentially a left-over 0.62 on-map mp, so I decided to add the Slags, as they were so far not accounted for in-game. They will take a larger role in the Pioneers, moving forwards.
                Was:
                    province = {
                        id = 6106 # Klamath Falls
                        ic = 16
                        energy = 19
                        metal = 9
                        rare_materials = 10 #5
                        oil = 2
                        infra = 0.4
                        manpower = 2
                        points = 9 # Was 12
                        }
            - Vault_City.inc:
                - EXTENSIVE rebalance. Vault City was totally unbalanced and non-canon, having more IC than the NCR, way more manpower than Vault City should have, and generally being so ridiculously cheesy it kept running amok in almost all games and eating the entire north. Nothing in common with the stagnating tech-utopian city-state we see in FO2. This rebalance was done with multiple things in mind, such as keeping Vault City's energy issues, severely decreasing its manpower to something close to canon, etc. It is still, however, one of the most powerful city-states in the area. Might also lead to a proportional nerf to Gecko in the future, depending on testing.
                    province = {
                        id = 6104 # Andrews/Vault City
                        ic = 27 # Was 40 (-34.4%, rounded down. Plus +3 IC to keep the ratio)
                        energy = 24.8 #  Vault City's Overstrained Vault Reactor (7), Aurora–Bretz-Cottonwood Creek (13.00/13.00 U energy), Horse Creek (4.80/8.00 U energy). Was 34. 
                        metal = 30.95 # Fantasy (30.95). Was 54
                        rare_materials = 76.51 # Fantasy (30) + McDermitt Lithium Project (52.90). Was 30.
                        oil = 6
                        infra = 0.6
                        manpower = 1 # was 5
                        landfort = 2
                        points = 34 # Was 35. Was 37
                        } 
                        province = {
                            id = 6190 # Twin Falls
                            ic = 14 # Was 21 (34.4%, rounded down. Plus -3 IC to keep the ratio)
                            energy = 17 # Fantasy (17). Was 28.
                            metal = 13 # Fantasy.
                            rare_materials = 6
                            oil = 3
                            infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
                            manpower = 3
                            landfort = 1
                            points = 10 # Was 15
                            } 
                    Was:
                        province = {
                            id = 6104 # Andrews/Vault City
                            ic = 40
                            energy = 34
                            metal = 54
                            rare_materials = 30
                            oil = 6
                            infra = 0.6
                            manpower = 5
                            landfort = 2
                            points = 35 # Was 37
                            }
                        province = {
                            id = 6190 # Twin Falls
                            ic = 21
                            energy = 28
                            metal = 13
                            rare_materials = 6
                            oil = 3
                            infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
                            manpower = 3
                            landfort = 1
                            points = 15
                            }
    
            - Wasteland.inc province changes:
                province = {
                    id = 778 # Grants Pass
                    ic = 5 # Green Diamond abrasive plant at Riddle, Hanna Nickel Smelter/Magoffin Nickel Smelter, Roseburg Forest Products/Ford Forestry, Dillard Mill, Roseburg Forest Products/Ford Forestry, Myrtle Creek Mill, Roseburg Forest Products/Ford Forestry, Riddle 
                    energy = 11.34 # North Umpqua River System (4.85/19.40), Prospect Hydroelectric System (3.90/5.20), Lost Creek Dam (1.22/4.90), Green Springs Dam (1.29/1.72), Galesville Project (0.08/0.16) Hydro is 11.34/31.38.
                    metal = 15.85 # 15.85/155.06. Tolman iron deposit (0.39 Fe Metals) Hanna Nickel Mountain Mine (15.46/154.67 Fe Metals)
                    rare_materials = 72.66 # 72.66/197.52 Rares. Chrome Kings and McCaleb (0.32 Cr Rares), Rares Tolman iron deposit (0.01 S Rares), Hanna Nickel Mountain Mine (72.33/197,19 (38.66/94.94 Ni rares + 4.29/4.29 Co rares + 29.38/97.96  Cr Rares))
                    infra = 0.5 # csv (no change)
                    points = 19 # was 0
                    }
                province = {
                    id = 783 # Portland, OR
                    ic = 14 # old csv (7), Greenbrier Gunderson/Wheel Wire Warriors Railcar Manufracturing, Swan Island Shipyard, Oregon Iron Works, Gerber Legendary Blades/Gerson Magnific Knives and Gear , Willamette Iron & Steel/Wallowa Iron and Steel Shipyard, Commercial Iron Works Shipyard, Gilmore Steel Corporation/Moore Steel Company Steel Mill. Was 7. Was 1 (csv), 
                    energy = 41.20 # Was 1 (csv). 1 (csv) + Bonneville Dam (26.10/52.20), Oak Grove Hydroelectric Project (0.00/5.10), Faraday (3.45/4.60), North Fork (4.08/4.08), T. W. Sullivan (1.15/1.54), PHP 1 (2.37/2.37), Bull Run Hydroelectric Project (0.55/2.20), River Mill (1.88/1.88), Stone Creek (0.00/1.20), PHP 2 (0.59/1.18), Timothy Lake Powerhouse (0.03/0.12). Hydro is 40.20/76.47.
                    metals = 0.95 #    Ferruginous Bauxite Deposits (0.80 Fe Metals, 0.15 Ti Metals)
                    rare_materials = 7.77 # Ferruginous Bauxite Deposits (7.77/7.77 Al Rares)
                    infra = 0.5 # csv (0.6) - 1
                    manpower = 1 # csv
                    points = 10 # Was 8. Was 3. Was 0.
                    } 
                province = {
                    id = 784 # Bend
                    ic = 2 # Nosler.inc/Partition Projectiles Bend Facility, Roseburg Forest Products/Ford Forestry, Bend. Was 2 (removed csv)
                    energy = 1.14 # Was 1 (csv). Siphon Power Project(0.00/0.54 ), Juniper Ridge Hydroelectric Project(0.12/0.50), Bend(0.02/0.11). Hydro is 0.14/1.15
                    rare_materials = 1 # csv
                    infra = 0.6 # csv (no change)
                    manpower = 1 # csv
                    }    
                province = {
                    id = 786 # Eugene
                    ic = 2 # csv (1), Roseburg Forest Products/Ford Forestry Reedsport Mill. Was 1                      
                    energy = 8.97 # Lookout Point Dam (3.00/12.00), Hills Creek Dam (0.00/3.00), Cougar Dam(2.50/2.50), Leaburg(1.59/1.59), Dexter Dam(1.50/1.50), Walterville(0.20/0.80), Dorena Hydro-Electric Facility(0.18/0.75). Hydro is 8.97/22.14
                    infra = 0.3 # csv (0.4) - 1
                    }
                province = {
                    id = 6102 # La Grande
                    ic = 2 # csv (1), Mount Emily Lumber Company/La Grande Ronde Lumber Mill. was 1
                    energy = 33.64 # Brownlee Dam (14.62/58.50), Oxbow power station (19.00/19.00), Wallowa Falls (0.02/0.11). Hydro is 33.64/77.61.
                    infra = 0.2 # csv (0.5) - 3
                    manpower = 1
                    points = 3 # Was 0.
                    }
                province = {
                    id = 6105 # Lakeview
                    ic = 2 # Collins Companies/Caulson Corporation Sawmill, tribal artisanships (1)
                    energy = 0.27 # Paisley Geothermal Plant (0.27/0.37)
                    infra = 0.3 # csv (no change)
                    manpower = 1
                    }
                province = {
                    id = 6109 # Hillsboro
                    ic = 2 # Cascade Steel Rolling Mills/Cascadia Steel Rolling Mills, Oregon-American Lumber Company/America-Oregon Lumber Company Lumber Mill
                    metals = 10.13 # Ferruginous Bauxites (0.81/1.76 Fe Metals + 0.24 Ti + 6.32 Fe + 1.18 Ti), Scapoose Limonite (1.58 Fe Metals)
                    rare_materials = 10.03 # Ferruginous Bauxites (1.76 Al Rares + 0.08 P + 6.31 Al), Scapoose Limonite (0.01 S Rares + 0.23 P + 0.19 Mn + 1.45 Al)
                    infra = 0.3 # csv (0.6) - 3
                    manpower = 2
                    points = 2 # was 0
                    }
                province = {
                    id = 6111 # The Dalles
                    energy = 36.18 # Round Butte Dam (27.93/37.25), Pelton Dam (5.49/10.98), Warm Springs Power Enterprises (1.96/1.96), Opal Springs Hydro (0.21/0.43), Middle Fork Irrigation District (0.00/0.33), 45 Mile Hydroelectric (0.22/0.30), Copper Dam Plant (0.19/0.26), Peters Drive Plant (0.18/0.18). Hydro is 36.18/51.69.
                    infra = 0.3 # csv (0.4) - 1
                    points = 3 # Was 0
                    }
                province = {
                    id = 6112 # Pendleton
                    energy = 98.05 # McNary Dam (98.05/98.05).
                    infra = 0.5 # csv (no change)
                    points = 9 # Was 0
                    }
                province = {
                    id = 6113 # Canyon City
                    ic = 2 # csv (1), tribal artisanships (1)
                    energy = 1 # csv
                    metal = 1.02 # csv (1), Grant County Chromite Deposits (0.02 Fe Metals). Was 1
                    rare_materials = 1.40 # csv (1), Grant County Chromite Deposits (0.40 Cr Rares). was 1
                    infra = 0.5 # csv (no change).
                    manpower = 1 # csv
                    }
                province = {
                    id = 6114 # Burns
                    ic = 1 # Tribal Artisanships
                    infra = 0.1 # csv (0.3)
                    }
    
                Was:
                    province = {
                        id = 778 # Grants Pass
                        infra = 0.5 # csv (no change)
                        }
                    province = {
                        id = 783 # Portland, OR
                        ic = 7 # oldcsv(7). Was 1 (csv)
                        energy = 1 # csv
                        infra = 0.5 # csv (0.6) - 1
                        manpower = 1 # csv
                        points = 3 # was 0
                        }
                    province = {
                        id = 784 # Bend
                        ic = 2 # csv
                        energy = 1 # csv
                        rare_materials = 1 # csv
                        infra = 0.6 # csv (no change)
                        manpower = 1 # csv
                        }
                    province = {
                        id = 786 # Eugene
                        ic = 1 # csv
                        infra = 0.3 # csv (0.4) - 1
                        }
                    province = {
                        id = 6102 # La Grande
                        ic = 1 # csv
                        infra = 0.2 # csv (0.5) - 3
                        }
                    province = {
                        id = 6105 # Lakeview
                        infra = 0.3 # csv (no change)
                        }
                    province = {
                        id = 6109 # Hillsboro
                        infra = 0.3 # csv (0.6) - 3
                        }
                    province = {
                        id = 6111 # The Dalles
                        infra = 0.3 # csv (0.4) - 1
                        }
    
                    province = {
                        id = 6112 # Pendleton
                        infra = 0.5 # csv (no change)
                        }
                    province = {
                        id = 6113 # Canyon City
                        ic = 1 # csv
                        energy = 1 # csv
                        metal = 1 # csv
                        rare_materials = 1 # csv
                        infra = 0.5 # csv (no change).
                        manpower = 1 # csv
                        }
    
                    province = {
                        id = 6114 # Burns
                        infra = 0.1 # csv (0.3)
                        }
     
    Last edited:
    • 7Like
    Reactions:
    FODD 2.5.1.1 Released
  • Happy New Years! Sorry for the delay, regenerating the map is a pain.
    Many issues about the previous version were raised, and I did my best to address them.
    Enjoy, everyone! May your next year be more prosperous and may God guard you in it!
    Take care, everyone!

    Checksum: PNZD
    FODD 2.5.1.1 Main Mod File (MediaFire)
    This download file is a rar file. It includes the entire mod. Extract this archive into the Mods folder of your Darkest Game installation. Does not include the FODD Soundtrack, it is a separate download.

    FODD Soundtrack v1.0.
    FODD Soundtrack v1.0 on ModDB.
    This optional download file is a rar file. Extract this archive into the folder of your latest FODD mod folder. It contains numerous music files, among them OSTs for all Fallout games (Fallout/Fallout 2/Fallout Tactics/Fallout 3/Fallout New Vegas/Fallout 4/Fallout 76), as well as other files. Thanks to Kill_Tactician on the FODD Discord for the files.

    FODD Discord Link

    Code:
    FODD 2.5.1.1 Changelog 26-12-2022
    
    
    /ai
    
        BOS_.ai:
            - Will now trade embargo the Warriors of Ice, it used to be able to trade with them, which was a bug.
    
        U53_2245.ai, U53_2247.ai, U53_2249.ai, U53_2251.ai, U53_2253.ai, U53_2253.ai:
            - Will now trade embargo the Warriors of Ice. Sorry, no more cold nuka colas for cold mutants!
    
        ANG/Junkers: 
            - Solved the too many garrisons issue. The Junkers will build less garrisons and more ships with time. 
            - The Junkers will now actually have some naval presence, now that the Great Lakes are navigable and connected to the Atlantic (Thanks to Arcangelus). 
                - They will also research naval technologies now. While it won't be their main focus, the objective here is for the Junkers to have a small naval presence, one which will be relevant in the mid and end-games. This also accounts for the possibility of the Junkers getting all of Pennsylvania from the Civil War.
            - Will use Offensive Supply.
    
            - ANG_2245.ai
                garrison            = 15
            - ANG_2247.ai
                garrison            = 15
            - ANG_2249.ai
                garrison            = 10
                destroyer             = 5
                    Was:
                    garrison            = 15
                naval_base = yes
                max_naval_base = 2
                naval_base_provs = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                new tech preferences:
                    8010 # Early Motorboats
                    8020 # Basic Motorboats
                    8030 # Improved Motorboats
                    8040 # Scrap Corvettes
                    8050 # Fast Attack Craft
                    8060 # Scrap Frigates
                    8070 # Scrap Trawlers
                    8080 # Scrap Freighters
                    8160 # Sailing
                    8170 # Organized Navy
                    8180 # Random Vessels Adaptation
                    8230 # Early Task Forces
                    8240 # Large Units Organization
                    8250 # Quantity
                No longer ignores the following technologies:
                    6280 # Military Sea Transport
                    6330 # Sea Dogs
                naval_doctrines = 1 (was 0)
                Invasions and Naval:
                    base = { 
                        608  # Philadelphia
                        2686 # Eire
                    }
                    target = { 
                        3006 # Lake Superior
                        3007 # Lake Michigan
                        4247 # Ocean south of Long Island
                        4248 # Massachusetz Bay
                        4250 # Fleuve Saint-Laurent
                        6575 # Capital Sea
                        6576 # Long Island Sound
                    }
                    core = { 
                        3008 # Lake Huron
                        3009 # Lake Eire
                        3010 # Lake Ontario
                    }
            - ANG_2251.ai
                garrison            = 10
                destroyer             = 5
                    Was:
                    garrison            = 15
                naval_base = yes
                max_naval_base = 4
                naval_base_provs = { 
                    608  # Philadelphia
                    2686 # Eire
                }
    
                new tech preferences:
                    8010 # Early Motorboats
                    8020 # Basic Motorboats
                    8030 # Improved Motorboats
                    8040 # Scrap Corvettes
                    8050 # Fast Attack Craft
                    8060 # Scrap Frigates
                    8070 # Scrap Trawlers
                    8080 # Scrap Freighters
                    8160 # Sailing
                    8170 # Organized Navy
                    8180 # Random Vessels Adaptation
                    8230 # Early Task Forces
                    8240 # Large Units Organization
                    8250 # Quantity
                No longer ignores the following technologies:
                    6280 # Military Sea Transport
                    6330 # Sea Dogs
                naval_doctrines = 1 (was 0)
                Invasions and Naval:
                    base = { 
                        608  # Philadelphia
                        2686 # Eire
                    }
                    target = { 
                        3006 # Lake Superior
                        3007 # Lake Michigan
                        4247 # Ocean south of Long Island
                        4248 # Massachusetz Bay
                        4250 # Fleuve Saint-Laurent
                        6575 # Capital Sea
                        6576 # Long Island Sound
                    }
                    core = { 
                        3008 # Lake Huron
                        3009 # Lake Eire
                        3010 # Lake Ontario
                    }
    
            - ANG_2253.ai
                garrison            = 5
                destroyer             = 5
                transports             = 5
                    Was:
                    garrison            = 15
                naval_base = yes
                max_naval_base = 6
                naval_base_provs = { 
                    608  # Philadelphia
                    2686 # Eire
                }
    
                new tech preferences:
                    8010 # Early Motorboats
                    8020 # Basic Motorboats
                    8030 # Improved Motorboats
                    8040 # Scrap Corvettes
                    8050 # Fast Attack Craft
                    8060 # Scrap Frigates
                    8070 # Scrap Trawlers
                    8080 # Scrap Freighters
                    8160 # Sailing
                    8170 # Organized Navy
                    8180 # Random Vessels Adaptation
                    8230 # Early Task Forces
                    8240 # Large Units Organization
                    8250 # Quantity
                No longer ignores the following technologies:
                    6280 # Military Sea Transport
                    6330 # Sea Dogs
                naval_doctrines = 2 (was 0)
                Invasions and Naval:
                    base = { 
                        608  # Philadelphia
                        2686 # Eire
                    }
                    target = { 
                        3006 # Lake Superior
                        3007 # Lake Michigan
                        4247 # Ocean south of Long Island
                        4248 # Massachusetz Bay
                        4250 # Fleuve Saint-Laurent
                        6575 # Capital Sea
                        6576 # Long Island Sound
                    }
                    core = { 
                        3008 # Lake Huron
                        3009 # Lake Eire
                        3010 # Lake Ontario
                    }
    
            - ANG_2255.ai
                garrison            = 5
                destroyer             = 5
                transports             = 5
                    Was:
                    garrison            = 15
                naval_base = yes
                max_naval_base = 8
                naval_base_provs = { 
                    608  # Philadelphia
                    2686 # Eire
                }
    
                new tech preferences:
                    8010 # Early Motorboats
                    8020 # Basic Motorboats
                    8030 # Improved Motorboats
                    8040 # Scrap Corvettes
                    8050 # Fast Attack Craft
                    8060 # Scrap Frigates
                    8070 # Scrap Trawlers
                    8080 # Scrap Freighters
                    8160 # Sailing
                    8170 # Organized Navy
                    8180 # Random Vessels Adaptation
                    8230 # Early Task Forces
                    8240 # Large Units Organization
                    8250 # Quantity
                No longer ignores the following technologies:
                    6280 # Military Sea Transport
                    6330 # Sea Dogs
                naval_doctrines = 2 (was 0)
                Invasions and Naval:
                    base = { 
                        608  # Philadelphia
                        2686 # Eire
                    }
                    target = { 
                        3006 # Lake Superior
                        3007 # Lake Michigan
                        4247 # Ocean south of Long Island
                        4248 # Massachusetz Bay
                        4250 # Fleuve Saint-Laurent
                        6575 # Capital Sea
                        6576 # Long Island Sound
                    }
                    core = { 
                        3008 # Lake Huron
                        3009 # Lake Eire
                        3010 # Lake Ontario
                    }
    
        ARG/Harlequins: 
            - Solved the too many garrisons issue. The Harlequins will build less garrisons and more ships with time.
            - Harlequins will now use offensive supply.             
            - Will now actually build forts.
            - Will become less neutral (namely, more prone to alliances and such pacts with other powers) and more aggressive with time.
    
        - ARG_2245.ai
            use_offensive_supply = yes
            combat = { 
            TEX = 10
            }
            fort_borders = { TEX }
            Was: fort_borders = { 680 } - this is the wrong way to do it, a tag is supposed to be here.
    
            #### Divisions etc...
            infantry             = 0
            cavalry             = 0
            motorized             = 0
            mechanized             = 0
            light_armor         = 0
            armor                 = 0
            paratrooper         = 15
            marine                 = 33
            bergsjaeger         = 0
            garrison            = 15
            hq                    = 10
            militia             = 15
        #                82 %
            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
        #                0 %
            battleship             = 0
            carrier             = 0
            escort_carrier        = 0
            destroyer             = 3
            light_cruiser         = 2
            heavy_cruiser         = 0
            battlecruiser         = 0
            submarine             = 0
            nuclear_submarine     = 0
            transports             = 2
        #                12 %
    
        target = { 4241 }
        core = { 4242  }
    
    
        - ARG_2247.ai
            neutrality = 55.000
            war = 0
            use_offensive_supply = yes
            combat = { 
                TEX = 20
                }
            fort_borders = { TEX }
            Was: fort_borders = { 680 } - this is the wrong way to do it, a tag is supposed to be here.
    
                #### Divisions etc...
                infantry             = 0
                cavalry             = 0
                motorized             = 0
                mechanized             = 0
                light_armor         = 0
                armor                 = 0
                paratrooper         = 15
                marine                 = 33
                bergsjaeger         = 0
                garrison            = 15
                hq                    = 10
                militia             = 15
            #                82 %
                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
            #                0 %
                battleship             = 0
                carrier             = 0
                escort_carrier        = 0
                destroyer             = 3
                light_cruiser         = 2
                heavy_cruiser         = 0
                battlecruiser         = 0
                submarine             = 0
                nuclear_submarine     = 0
                transports             = 2
            #                12 %
    
            target = { 4241 }
            core = { 4242  }
    
        - ARG_2249.ai
            neutrality = 50.000
            war = 5
            use_offensive_supply = yes
            combat = { 
                TEX = 30
                }
            fort_borders = { TEX CZE }
    
                #### Divisions etc...
                infantry             = 0
                cavalry             = 0
                motorized             = 0
                mechanized             = 0
                light_armor         = 0
                armor                 = 0
                paratrooper         = 15
                marine                 = 33
                bergsjaeger         = 0
                garrison            = 10
                hq                    = 10
                militia             = 15
            #                83 %
                interceptor         = 0
                multi_role             = 5
                cas                 = 0
                strategic_bomber     = 0
                tactical_bomber     = 0
                naval_bomber         = 0
                transport_plane     = 0
                flying_bomb         = 0
                flying_rocket         = 0
            #                5 %
                battleship             = 0
                carrier             = 0
                escort_carrier        = 0
                destroyer             = 5
                light_cruiser         = 2
                heavy_cruiser         = 0
                battlecruiser         = 0
                submarine             = 0
                nuclear_submarine     = 0
                transports             = 5
            #                12 %
    
            armor         = 3
            infantry     = 4
            industry     = 5
            aircraft     = 1
            naval         = 4
            land_doctrines     = 5
            secret_weapons     = 3
            air_doctrines     = 0
            naval_doctrines = 1
    
            target = { 4241 }
            core = { 4242  }
    
    
        - ARG_2251.ai
            neutrality = 45.000
            war = 10
            use_offensive_supply = yes
            combat = { 
                CZE = 20
                TEX = 40
                }
            fort_borders = { TEX CZE }
    
                #### Divisions etc...
                infantry             = 0
                cavalry             = 0
                motorized             = 0
                mechanized             = 0
                light_armor         = 0
                armor                 = 0
                paratrooper         = 15
                marine                 = 33
                bergsjaeger         = 0
                garrison            = 10
                hq                    = 10
                militia             = 15
            #                83 %
                interceptor         = 0
                multi_role             = 5
                cas                 = 0
                strategic_bomber     = 0
                tactical_bomber     = 0
                naval_bomber         = 0
                transport_plane     = 0
                flying_bomb         = 0
                flying_rocket         = 0
            #                5 %
                battleship             = 0
                carrier             = 0
                escort_carrier        = 0
                destroyer             = 5
                light_cruiser         = 2
                heavy_cruiser         = 0
                battlecruiser         = 0
                submarine             = 0
                nuclear_submarine     = 0
                transports             = 5
            #                12 %
    
            armor         = 3
            infantry     = 4
            industry     = 5
            aircraft     = 1
            naval         = 4
            land_doctrines     = 5
            secret_weapons     = 3
            air_doctrines     = 0
            naval_doctrines = 1
    
            target = { 4241 }
            core = { 4242  }
    
    
        - ARG_2253.ai
            neutrality = 40.000
            war = 15
            use_offensive_supply = yes
            combat = { 
                CZE = 20
                TEX = 50
                }
            fort_borders = { TEX CZE }
    
                #### Divisions etc...
                infantry             = 0
                cavalry             = 0
                motorized             = 0
                mechanized             = 0
                light_armor         = 0
                armor                 = 0
                paratrooper         = 15
                marine                 = 33
                bergsjaeger         = 0
                garrison            = 5
                hq                    = 10
                militia             = 15
            #                78 %
                interceptor         = 0
                multi_role             = 7
                cas                 = 0
                strategic_bomber     = 0
                tactical_bomber     = 0
                naval_bomber         = 0
                transport_plane     = 0
                flying_bomb         = 0
                flying_rocket         = 0
            #                7 %
                battleship             = 0
                carrier             = 0
                escort_carrier        = 0
                destroyer             = 5
                light_cruiser         = 5
                heavy_cruiser         = 0
                battlecruiser         = 0
                submarine             = 0
                nuclear_submarine     = 0
                transports             = 5
            #                15 %
    
            armor         = 3
            infantry     = 4
            industry     = 5
            aircraft     = 2
            naval         = 4
            land_doctrines     = 5
            secret_weapons     = 3
            air_doctrines     = 0
            naval_doctrines = 1
    
            target = { 4241 }
            core = { 4242  }
    
    
        - ARG_2255.ai
    
            neutrality = 35.000
            war = 20
            use_offensive_supply = yes
            combat = { 
                CZE = 20
                TEX = 60
                }
            fort_borders = { TEX CZE }
    
                #### Divisions etc...
                infantry             = 0
                cavalry             = 0
                motorized             = 0
                mechanized             = 0
                light_armor         = 0
                armor                 = 0
                paratrooper         = 15
                marine                 = 33
                bergsjaeger         = 0
                garrison            = 5
                hq                    = 10
                militia             = 15
            #                78 %
                interceptor         = 0
                multi_role             = 7
                cas                 = 0
                strategic_bomber     = 0
                tactical_bomber     = 0
                naval_bomber         = 0
                transport_plane     = 0
                flying_bomb         = 0
                flying_rocket         = 0
            #                7 %
                battleship             = 0
                carrier             = 0
                escort_carrier        = 0
                destroyer             = 5
                light_cruiser         = 5
                heavy_cruiser         = 0
                battlecruiser         = 0
                submarine             = 0
                nuclear_submarine     = 0
                transports             = 5
            #                15 %
    
            armor         = 3
            infantry     = 4
            industry     = 5
            aircraft     = 2
            naval         = 4
            land_doctrines     = 5
            secret_weapons     = 3
            air_doctrines     = 0
            naval_doctrines = 1
    
            target = { 4241 }
            core = { 4242  }
    
        ARM/Kurtz's Camp: 
            - Will now use offensive supply.             
            - Will now actually build forts.
            - Will become and more aggressive with time.
            - Will become more aggressive with time.
            - Will attack more nations with time.
    
        ARM_2245.ai
            use_offensive_supply = yes
            combat = {
                BHU = 20
                MOR = 20
                ITA = 15
                BRA = 10
                CAL = 10
                IRQ = 10
                JAP = 10
                TUR = 10
                ALB = 5
                AST = 5
                HON = 5
                }
    
            fort_borders = { }
            fort_provs = { 6162 } in place of fort_borders.
    
        ARM_2247.ai
    
            war = 20
            use_offensive_supply = yes
            combat = {
                BHU = 25
                MOR = 25
                ITA = 20
                BRA = 15
                CAL = 15
                IRQ = 15
                JAP = 15
                TUR = 15
                ALB = 10
                AST = 10
                HON = 10
                FRA = 5
                GER = 5
                POL = 5
                }
            max_land_level = 5
            fort_borders = { }
            fort_provs = { 6162 } in place of fort_borders.
            
        ARM_2249.ai
            war = 25
            use_offensive_supply = yes
            combat = {
                BHU = 30
                MOR = 30
                ITA = 25
                BRA = 20
                CAL = 20
                IRQ = 20
                JAP = 20
                TUR = 20
                ALB = 15
                AST = 15
                HON = 15
                FRA = 10
                GER = 10
                POL = 10
                }
            max_land_level = 6
            fort_borders = { }
            fort_provs = { 6162 }
    
        ARM_2251.ai
            war = 30
            use_offensive_supply = yes
            combat = {
                BHU = 35
                MOR = 35
                ITA = 30
                BRA = 25
                CAL = 25
                IRQ = 25
                JAP = 25
                TUR = 25
                ALB = 20
                AST = 20
                HON = 20
                FRA = 15
                GER = 15
                POL = 15
                AFG = 5
                NOR = 5
                TEX = 5
                }
            max_land_level = 7
            fort_borders = { }
            fort_provs = { 6162 }
            
    
        ARM_2253.ai
            war = 35
            use_offensive_supply = yes
            combat = {
                BHU = 40
                MOR = 40
                ITA = 35
                BRA = 30
                CAL = 30
                IRQ = 30
                JAP = 30
                TUR = 30
                ALB = 25
                AST = 25
                HON = 25
                FRA = 20
                GER = 20
                POL = 20
                AFG = 10
                NOR = 10
                TEX = 10
                POR = 5
                SCH = 5
                HOL = 5
                BLR = 5
                }
            max_land_level = 8
            fort_borders = { }
            fort_provs = { 6162 }
    
        ARM_2255.ai
            war = 40
            use_offensive_supply = yes
            combat = {
                BHU = 45
                MOR = 45
                ITA = 40
                BRA = 35
                CAL = 35
                IRQ = 35
                JAP = 35
                TUR = 35
                ALB = 30
                AST = 30
                HON = 30
                FRA = 25
                GER = 25
                POL = 25
                AFG = 15
                NOR = 15
                TEX = 15
                POR = 10
                SCH = 10
                HOL = 10
                BLR = 10
                PRK = 5
                USA = 5
                ENG = 5
                }
            max_land_level = 9
            fort_borders = { }
            fort_provs = { 6162 }
    
        ARM_Apocalypse.ai
    
            war = 40
            use_offensive_supply = yes
    
            max_land_level = 9
            fort_borders = { }
            fort_provs = { 6162 }
    
    
        AST_2245.ai
            use_offensive_supply = yes
            combat = {
                GER = 15 # Vault City
                MOR = 15 # New Canaan
                NOR = 15 # The Huns
                POL = 15 # Broken Hills
                POR = 10 # Gecko
                MTN = 5 # Calgary Confederacy
            }
    
            max_land_level = 8
            fort_borders = { }
            fort_provs = { 705 }
    
    
        AST_2247.ai
            neutrality = 50.000
            war = 20
            use_offensive_supply = yes
    
        combat = {
            GER = 20 # Vault City
            MOR = 20 # New Canaan
            NOR = 20 # The Huns
            POL = 20 # Broken Hills
            POR = 15 # Gecko
            MTN = 10 # Calgary Confederacy
            SCH = 5  # Pioneer Alliance
            }
    
            max_land_level = 8
            fort_borders = { }
            fort_provs = { 705 }
    
    
        AST_2249.ai
            neutrality = 45.000
            war = 25
            use_offensive_supply = yes
    
            combat = {
                GER = 25 # Vault City
                MOR = 25 # New Canaan
                NOR = 25 # The Huns
                POL = 25 # Broken Hills
                POR = 20 # Gecko
                MTN = 15 # Calgary Confederacy
                SCH = 10 # Pioneer Alliance
                AFG = 5  # Kansas Free State
                HOL = 5  # New Arroyo
                }
    
    
            max_land_level = 9
            fort_borders = { }
            fort_provs = { 705 }
    
            befriend = {
                DEN = 50 # Den
                FRA = 50 # New Reno
                SOV = 10 # Mutant Army
                IRQ = 40 # Vipers
                ALB = 30 # Caesar's Legion
                ANG = 5  # Junkers
                }
    
        AST_2251.ai
    
            neutrality = 40.000
            war = 30
            use_offensive_supply = yes
    
            combat = {
                GER = 30 # Vault City
                MOR = 30 # New Canaan
                NOR = 30 # The Huns
                POL = 30 # Broken Hills
                POR = 25 # Gecko
                MTN = 20 # Calgary Confederacy
                SCH = 15 # Pioneer Alliance
                AFG = 10 # Kansas Free State
                HOL = 10 # New Arroyo
                BEN = 5 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
                BHU = 5  # White Legs
                }
    
    
            befriend = {
                DEN = 50 # Den
                FRA = 50 # New Reno
                SOV = 10 # Mutant Army
                IRQ = 40 # Vipers
                ALB = 30 # Caesar's Legion
                ANG = 5  # Junkers
                }
    
            max_land_level = 9
            fort_borders = { }
            fort_provs = { 705 }
    
    
        AST_2253.ai
    
            neutrality = 35.000
            war = 35
            use_offensive_supply = yes
    
            combat = {
                GER = 35 # Vault City
                MOR = 35 # New Canaan
                NOR = 35 # The Huns
                POL = 35 # Broken Hills
                POR = 30 # Gecko
                MTN = 25 # Calgary Confederacy
                SCH = 20 # Pioneer Alliance
                AFG = 15 # Kansas Free State
                HOL = 15 # New Arroyo
                BEN = 10 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
                BHU = 10 # White Legs
                ARM = 5  # Kurtz's Camp
                BLR = 5  # Texas Reformed
                CAL = 5  # New California Republic
                CAM = 5  # Reavers
                ITA = 5  # Brotherhood of Steel
                ROM = 5  # Redding
                SPA = 5  # Midwestern Brotherhood of Steel
                TEX = 5  # New Church
                }
    
            befriend = {
                DEN = 50 # Den
                FRA = 50 # New Reno
                SOV = 10 # Mutant Army
                IRQ = 40 # Vipers
                ALB = 30 # Caesar's Legion
                ANG = 5  # Junkers
                }
    
            max_land_level = 10
            fort_borders = { }
            fort_provs = { 705 }
    
            
    
        AST_2255.ai
    
            neutrality = 30.000
            war = 40
            use_offensive_supply = yes
    
            combat = {
                GER = 40 # Vault City
                MOR = 40 # New Canaan
                NOR = 40 # The Huns
                POL = 40 # Broken Hills
                POR = 35 # Gecko
                MTN = 30 # Calgary Confederacy
                SCH = 25 # Pioneer Alliance
                AFG = 20 # Kansas Free State
                HOL = 20 # New Arroyo
                BEN = 15 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
                BHU = 15 # White Legs
                ARM = 10 # Kurtz's Camp
                BRL = 10 # Texas Reformed
                CAL = 10 # New California Republic
                CAM = 10 # Reavers
                ITA = 10 # Brotherhood of Steel
                ROM = 10 # Redding
                SPA = 10 # Midwestern Brotherhood of Steel
                TEX = 10 # New Church
                CZE = 5  # Spiders
                ENG = 5  # Enclave
                PSZ = 5  # Polar Station Zeta
                QUE = 5  # Quebec
                USA = 5  # The States
                }
    
            befriend = {
                DEN = 50 # Den
                FRA = 50 # New Reno
                SOV = 10 # Mutant Army
                IRQ = 40 # Vipers
                ALB = 30 # Caesar's Legion
                ANG = 5  # Junkers
                }
    
            max_land_level = 10
            fort_borders = { }
            fort_provs = { 705 }
    
    /config
    
                
    
    /db
    
        - misc.txt:
            - Changed Metal, Rare Material and Energy Production Modifiers from 10 to 50%. It made resources get too low and caused widespread resource shortages. Contrary to what I thought, there aren't enough resources in-map to make this viable, not yet.
                - Fusion Cell starting modifier is still 10% because fuck y- I mean, because I want it to be quite scarce.
    
        /events
    
            - Multiple events: Deactivated the following command in multiple countries' intro events:
                command = { type = local_setflag which = Offmap_Resources } 
                This would make offmap resources pop up for certain nations outside revamped map areas. As I brought back all the off-map tech bonuses, this is currently unuecessary, but will be used in the future.
    
            - RCC.txt:
                - Dark Decision: Should work correctly and properly trigger the "A Possible Alliance" event for the Dark Cathedral.
    
            - Necropolis.txt:
                - Join With the Deep Ghouls: Deep Ghoul 2nd Sentries was being spawned with an ilegal brigade type (Engineers) for its unit type (Garrison). Changed from Engineers to Energy Weapons.
    
        /tech
    
            - Re-activated all the off-map free resources. The FODD map is clearly still too resource-devoid to 
    
    
    /gfx
    
        - Forgot to include a bunch of new graphics by Arcangelus.
    
    
    /map:
         - Distances.csv, airdist.tbl, navaldist2.tbl: Fixed the "Chatham Bug", it was similar to the "Deloraine Bug", which was causing the province Chatham in New Brunswick to be around thousands of kilometers of distance from the closest provinces. Aparently opening the Distances.csv file in Excel messes it up. Fixed the values and regenerated the map.
    
    
    FODD 2.5.1 Changelog 19-09-2022
    
    
    /ai
    
        - ALB_2245.ai:
            - Less white space on file
            - No more trade and tech embargoes against { ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U53 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } which are mostly unused tags or Wasteland
            - Caesar's Legion will not build radar on Tucson/Two Sun (#730)
            - Will now build air base on Chihuahua (#2698)
            - Will now build IC on Gila Bend province (#6146)
            - Will no longer research the following techs, as they already start with them: Wasteland Human Soldiers, Wasteland Human Warriors, Early Irregulars, Slavery, Slave Labour, Slave Markets, Organized Barter Economy, Bottlecap Money, Taxation Systems and Close Combat Weapons.
            - Will ignore province El Centro (#6121) AKA The Glow
            - Fixed typos which made the AI file literally unplayable
    
        - ALB_2247.ai:
            - Less white space on file
            - Includes all changes in the previous ai files
            - Will start building AA on Gila Bend province (6146)
            - Note: Arcangelus forgot to add the embargo change here.
    
        - ALB_2249.ai:
            - Less white space on file    
            - Includes all changes in the previous ai files
            - Fixed a typo which may have been blocking the AI from researching naval technologies
        
        - ALB_2251.ai:    
            - Less white space on file
            - Includes all changes in the previous ai files
            - Will now build air base on Los Alamos (6128)
    
        - ALB_2253.ai:
            - Includes all changes in the previous ai files
            - No longer befriends Mexican Raiders after this date
            - Will fortify borders with the NCR and Spiders
            - Will no longer send expeditionary forces
    
        - ALB_2255.ai:
            - Will no longer Protect Mexican Raiders
    
        - ALG/Darien Tribes: Fixed the "too many garrisons issue". Darien Tribes will slowly build less garrisons and start building more HQs and Transports. Why the later? Just a little vice check to those who don't care about the naval game.
    
            - ALG_2245.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 20
    
            - ALG_2247.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 15
                hq                     = 5
    
            - ALG_2249.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 10
                hq                     = 5
                transports             = 5
    
            - ALG_2251.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 10
                hq                     = 5
                transports             = 5
    
            - ALG_2253.ai
                paratrooper         = 25
                marine                 = 55
                garrison            = 10
                hq                     = 5
                transports             = 5
    
            - ALG_2255.ai
                paratrooper         = 25
                marine                 = 60
                garrison            = 5
                hq                     = 5
                transports             = 5
    
        
            
    
        AZB_2245.ai:
            - military priority:
                - infantry build priority went from 30 to 15
                - marine priority went from 0 to 15
                - So, Dark Cathedral will build half the Regulars they did, and will now build Irregulars
    
        BOS_.ai:
            - Wrong Tag in combat section (AZK instead of AZB)
    
        - Enclave Location AI Changes: Provinces Dillingham and False Pass were "swapped". This also means that the AI now has to target False Pass instead of Dillingham. Affected files:
            CHC_2245.ai, CHC_2247.ai, CHC_2249.ai, CHC_2251.ai, CHC_2253.ai, CHC_2255.ai, ENG_2245.ai, ENG_2247.ai, ENG_2249.ai, ENG_2251.ai, ENG_2253.ai, ENG_2255.ai, HOL_mixed_2245.ai, HOL_mixed_2247.ai, HOL_mixed_2249.ai, HOL_mixed_2251.ai, HOL_mixed_2253.ai, HOL_mixed_2255.ai, HOL_tribal_2245.ai, HOL_tribal_2247.ai, HOL_tribal_2249.ai, HOL_tribal_2251.ai, HOL_tribal_2253.ai, HOL_tribal_2255.ai, HOL_vault_2245.ai, HOL_vault_2247.ai, HOL_vault_2249.ai, HOL_vault_2251.ai, HOL_vault_2253.ai, HOL_vault_2255.ai, Navarro_2245.ai, Navarro_2247.ai, Navarro_2249.ai, Navarro_2251.ai, Navarro_2253.ai, Navarro_2255.ai, PRK-alter.ai, PRK-alter_2245.ai, PRK-alter_2247.ai, PRK-alter_2249.ai, PRK-alter_2251.ai, PRK-alter_2253.ai, PRK-alter_2255.ai, PRK.ai
    
    /config
    
        - darkest_hour.csv:
            - Removed the old Row 720: 
                NAME_LIGHT_ARMOR_BRI    Light Armored Brigade    Blind� l�ger    Corazzato leggero    Blindada ligera    Leichte Panzerbrigade    Lekka pancerna
        - doomsdaytext.csv:
            - Eliminated NAME_ESCORT_CARRIER, SNAME_ESCORT_CARRIER, SDESC_ESCORT_CARRIER, LDESC_ESCORT_CARRIER, NAME_NUCLEAR_SUBMARINE, SNAME_NUCLEAR_SUBMARINE, SDESC_NUCLEAR_SUBMARINE and LDESC_NUCLEAR_SUBMARINE bits from the csv. I have no idea why that is there, but I suspect vanilla shenanigans.
        - event_text.csv:
            - Less unecessary ;
            - Two new event choices for Event 16215
            - Some text for a potential future nation in Canada
            - Event text for some new Legion events by Arcangelus
            - Under-Nation slaving event text is gone from the Under-Nation part. Clearly it now works more like the normal slave raiding decision.
            - Text for extra Junker events for peace - Junkers can choose to peace out and FUSA can choose to peace out with Junkers as well.
            - Slavers' Guild events now have the Slave Market event description. According to Arcangelus, slave market is now a single decision and overall better organized.
            - Event description for The Dark Crusade events
            - Commonwealth:
                - War Refugees event
                - Dismantling the Cultists event
                - Integrating New England event
                - Restoring the Commonwealth of New England event
            - New event among the Resource events, in which one can restore Gecko's nucleare ractor
        - extra_text.csv
            - SNAME_LIGHT_ARMOR_BRI;L-A;B-L;B-L;Bli Lig;L. Pz;L. Cz.;;Ë.ÁÒ.;;;X deleted. Sprite stuff?
        - unit_names.csv
                - Removed the Rocket Interceptor descriptions, we aren't using them right now.
                - Removed the Light Armor Brigade/Glide Armor description.        
    
    /db
    
        - misc.txt:
            # Oil production efficiency
                0.1 # 0.9. 1.0
            # Metal production efficiency
                0.1 # 0.9. 1.0
            # Energy production efficiency
                0.1 # 0.9. 1.0
            # Rare Materials production efficiency
                0.1 # 0.9. 1.0
            - This is part of the resource revamp, explained beneath with more detail.
    
        - revolt.txt (note to self: Take a look later to see if the numbers truly check-out)
            - Fixed label of Broken Hills' Capital province
            - Province Yuma (6145) added among Caesar's Legion extra provinces
            - Darien Tribes' new minium and capital are now La Palma (4286) not Panamá (888). Panamá is now on the extras part.
            - Harlequins' capital and minimum provinces changed from Lafayette (680) to New Orleans (679).
            - Added Baton Rouge (6274) as extra province.
            - Kansas Free State capital is now (792) instead of Tyler (711) as it was before, which was wrong.
            - Manitou Tribes minimum province Tallahassee (677) swapped for Bay Minette (6430). Extra (6430) swapped for (677).
            - Mutant Army now has Duluth (6339) as extra province, capital changed from Rochester (693) to Saint Paul (694).
            - New Arroyo capital changed from Eugene (786) to Marshfield (6107)
            - Pioneer Alliance now has extra provinces.
            - Spiders extras: Miami (651) switched to Orlando (650) and Titusville (6322) added.
            - Texas Reformed now gets most of Texas
            - Under-Nation was revolt = yes, is now revolt = no.
            - The Vipers capital was wrong. Changed from province 722 to Roswell (724)
            - Vault City capital changed from 771 to Andrews (6104)
            - Warriors of Ice capital changed from Rankin Inlet (560) to Port Nelson (6714). Churchill (6713) added to minimum province and removed from extra.
            - God Machine had no extra provinces, got many.
            - Reavers now have Jefferson City (6361) and Poplar Bluff (6364) as extra provinces.
            - Commonwealth now has extra minimum provinces: Fredericton (580), Bangor (582), Portland, ME (583), Burlington, VT (594), Concord(595), Hartford (2719), Augusta, ME (6367), Caribou (6368), Greenville, ME (6369), Skowhegan (6370), Berlin, NH (6372), Rutland (6373), Montpelier (6374), Pittsfield (6376), Oromocto (6601).
            - Mayan Empire has more minimum provinces, not just the capital but all starting ones. Playa del Carmen (4308) is no longer minimum. Mérida (756), Belize City (758), La Libertad (4305), Belmopan (4306), Tizimin (4307), Chetumal (4310), Campeche (4311), Escarcega (4312), Ciudad del Carmen (4313), (7377), Nicolas Bravo (7378), are all extra.
            - Less white spaces
            - Three added Proof-of-Concept non-functional nations on revolt files.
    
        - Province.csv:
            - 6874 swap to 548
            - 548 swap to 6874
            - Province False Pass (6874) now has beaches, port and a seazone province (4271).
    
        /events
    
            Caesar's_Legion.txt
                - "Hail Caesar" now gives Caesar an extra +1 speed value for land units and a 110% wartime ic modifier for "Total War"
                - "Veni, Vidi... Vici?" gives Caesar extra claims and unlocks a division.
                - Added some events to help the Legion expand earlier on. Not 100% implemented.
                - The Legion now gets a bonus if its attacked by the NCR early on between 2245 and 2248. Does not apply to human players.
    
            Commonwealth.txt
                - Choosing Minutemen will now change interventionism to 3 (was 2)
                - A few added but disabled commands in the Minutemen path which sleeps some ministers
                - Choosing Institute will wake up more ministers
                - Added a disabled event where the Gunners take over the Commonwealth
                - "Reach an Agreement" option will now sleep some ministers
                - Fixed some typos. Was literally unplayable.
                - "Final Government":
                    - action "Minutemen" and "Institute" will wake and sleep some more ministers
                    - The third action will wake up more ministers and sleep some others
                - Higher chance of Commonwealth military intervention against the Dark Cathedral if the Institute is not in charge
                - "Militarized Frontier" event gives free manpower to the Commonwealth (too excessive?)
                - Province 602 now suffers a loss of -1 IC in the second Commonwealth incursion
                - Treaty with Dark Cathedral cannot be done before June 2245. Plus, Commonwealth will now claim Province 6331.
                - "Commonwealth Demands" will now secede province 6331 (Troy) to the Commonwealth
                - Dark Cathedral will now receive Province 603 if they accept demands
                - New event for Minutemen if they are not part of the Civil War - they will get refugees.
                - New events in the Development of provinces chain, in which the Commonwealth dismantle Dark Cathedral cults and integrates the Old Commonwealth
                - "Fission Reactors" event: Gen V models now give rare materials.
                - "Fusion Reactors" event: All the steps in progress now give rare materials.
                - Less white space.
    
            Dark_Cathedral.txt
                - Start of Game - Children of the Night:
                    - Event now starts at hour 8 not 10
                    - "105th Light Infantry Btn." is now added when = 1, not when = 0 where = -25
                    - "501st Military Police Btn." has one garrison unit less now (aparently)
                    - "7th FUS Regiment" now starts in province 6379 (was 610)
                    - New starting division: "Newark Tralls", an Irregular Model 0 unit.
                    - The second event now starts at hour 8 as well.
                - Start of game - Dark Cathedral    
                    - No longer starts game activating the Slavery tech
                    - Adds the following units now:
                        command = { type = add_corps which = "Witches" value = land when = -1 where = 6380 }
                        command = { type = add_division which = "Wiches" value = marine when = 0 }
                        command = { trigger = { random = 40 } type = add_division which = "Wiches" value = marine when = 1 }
                        - Note to self: Should be Witches now Wiches.
                    - The event would disorg and damage two divisions each, now it disorgs four instead.
                - Start of game - Dark Persuasions
                    - Now starts at Hour 10 of Day 9, instead of Day 10.
                    - New unit:
                        command = { type = strength which = garrison when = 1 where = 1 org = 100 value = 1 } #I just want all cultist to be at max org.
                - New event added: Dark Crusade. Causes dissent and demobilizes units IF the Dark Cathedral takes too long (after 2246) to take over the FUSA, losing fervour.
                - "Slaves to Darkness" will now trigger in Day 10 instead of 9.
                - Added some space where it was necessary.
    
            Dead_Islands.txt
                "Ancient Sickness" event, "Mystery of the Dead Islands", "Mysterious Sickness" and "Forbidding Islands" events: No more unecessary random = no, some adjustment of date formats.
                "Lost Bases", "Lost Naval Squadron", "Lost Air Group", "Gauss Weapons and Power Armor" and "Lost A.I." events: No more unecessary random = no.
                "The Blast Doors Are Opened!" event: Now applicable to the Commonwealth. Also some changes on the dates.
                "Restoration of the Bases" event: Some adjustment of date formats.
    
            Decisions.txt
                - Gun Runners are now allowed for all in 2257 (was 2258)
                - "Invest in National Infrastructures: Fallout version" event: 
                    - Now cheaper.
                    - The third level of investment now builds up +20 infra.
                    - First level no longer uses the infra_investment flag.
                - "Invest in National Research", Generic, Old World and Guilds Versions:
                    - Changed some action triggers.
                - "Overwork Slaves"
                    - Enhanced decision, less cumbersome, AI can now take it with better ease.
                - ALB is now one of the "Blessed Tags" that can search for Horses earlier
    
            Enclave.txt
                - "New Drug (from New Reno)", "New Drug Origin", "Start of game - Welcome Mr President!", "Start of game - Enclave Secret Program (Deathclaws)", "Enclave Secret Program (Ressurection)", "Enclave Secret Program (The Horrigan Resurrection)"  event: Date format changes
                - "New Drug Ransom", "New Drug Refusal", "Prisoner Shipments Arrive", "Damn Slavers Refuse": persistent is now in a better place in the event structure
                - "The Seward Ice Mines":
                    - persistent is now in a better place in the event structure
                    - Date format changes
                - "War with Reno":
                    - Date format changes
                    - Accounts for the right province ID for Klamath Falls province (6106, was 785)
                    - Small ai chance change
                - "We Need Prisoners":
                    - persistent is now in a better place in the event structure
                    - Date format changes
                    - Slightly larger maximum manpower for going after Prisioners (6, was 5)
                    - Shorter offset, Enclave will repeat this event every 90 days (instead of 120)
                    - AI Enclave will always choose to send for Prisoners
                - "Enclave Secret Program - Deathclaw Early Results"
                    - Date format changes
                    - No more different early result events for AI and human
                    - No more ai = no on trigger because there's one event now
                    - Now has ai_chance because AI and player use the same event.
                    - The list of slept events is now properly ordered by event number. Yeah this kind of thing bothers me too, based Arcangelus.
                    - No longer sleeps the ai file in the player version, because the AI version no longer exists
                    - Fixed typos in comments, literally unmoddable
                - Enclave Secret Program (Project Apocalypse - find files): 
                    - Is now a decision
                    - Date format changes.
                - Enclave Secret Program (Project Apocalypse - start): 
                    - Minor formatting changes
                    - Date format changes.
                - Enclave Secret Program(Project Apocalypse - success): Minor formatting changes
                - The President's Address: The empty command had a starting parenthesis in place of a starting bracket
                - Annex Navarro:
                    - Will now give Supply Convoys
                - Navarro's fall: Now checks wherever the country is at war against the Enclave
    
            Former_USA.txt
                - "Dark Cathedral Brother Cainite":
                    - Removed previously commented divisions that would go from FUSA to Dark Cathedral and are now handled by separate files
                    - US Navy will now be reinforced at the onset of the Civil War
                    - Will no longer damage two US Divisions
                    - Removed a bunch of commented out divisions which would switch_allegiance, but AFAIK now start on Dark Cathedral side
                - "Dark Cathedral Found":
                    - Now a decision
                    - Cleaned up requirements.
                    - Date format changes.
                - "Unexpected Help":
                    - Changed name of a corps in the first option.    
                    - A new second option. Asked Arcangelus to clarify what its supposed to do.
                        - Arcangelus said its supposed to be AI-only, but it lacks an trigger to set it up as only an AI option. FIX THIS
                - "The Big Red One":
                    - Now a decision.
                    - Date format changes.
                    - Decision will be appear when one of the following will:
                        - Lost 30% of national territory
                        - Lost 25% of IC
                        - Lost 25% of VPs
                        - Does not control Province Annapolis (6464)
                        - Does not control Province Frederick (6467)
                    - Can be taken/is triggered by:
                        - Division exists (Duh)
                        - Is at war
                        - Then one of the following:
                            - Does not have VP = 25
                            - 10% of VP in enemy hands
                            - 40% of national provinces VP in enemy hands
                            - 25% VP in enemy hands
                            - Not in control of the capital
                            - Lost province Frederick (6467)
                    - The second event which unlocks it in 2246 automatically makes sure that the first one didn't fire
                - "Fusa's Reckoning":
                    - Now the decision appears even while the Dark Cathedral exists
                    - Now appears when The States only has 50% of land forces compared to Junkers, as it assumes the player knows what he is doing
                    - Can be done if the Dark Cathedral still exists
                    - The States' can only do it when it has 90% of the Junkers' numbers in land forces
                - "Baby's Been a Bad, Bad Boy": Redundant since the Dark Cathedral changes, deleted. Event Id open.
    
            General.txt
                - "Leads on a Lost Vault": Can now appear for the Commonwealth
    
            Junkers.txt
                - New events in which Junkers can ask for terms with The States
                    - "What a Pile of Junk": New event, in which the Junkers are losing to FUSA in the Civil War, but not too badly, yet the States remains strong.
                    - "Junkers ask for Terms/Rust Peace": New event, in which the Feds send terms for the Junkers. Comes from the previous one.
                    - "Junkers' Armistice": Dark Cathedral event in which Dark Cathedral reacts to Junkers peacing out and surrendering some Dark Cathedral territory taken by Junkers during war.
    
            NCR.txt
                - Added an AI-only which is aparently there to get rid of Caesar's Legion in Baja.
                - "Ongoing Disturbing Incidents - Investigation Success":
                    - Is now one_action and persistent.
                    - The AI can always choose peace.
                - "Deathclaws Decide Secret Enclave Program - Deathclaws NCR - nasty legacy": Deactivated because it requires an impossible flag
                - The event in which Deathclaws decide no longer uses the rat_harshness flag because, again, it is never set.
                - Eternal War against the Deathclaws is persistent        
    
            New_Arroyo.txt:
                - Ongoing Disturbing Incidents - Investigation Success: Fixed a CTD caused by "once_choice" instead of "one_action"
    
            New_Arroyo.txt
                - Ongoing Disturbing Incidents - Investigation Success (Nasty Legacy): Now a once-choice event.
                - Disabled redundant events
                - "Luddite Revolt" no longer has random=no.
                
            Raids.txt
                - Caesar's Legion can now raid Texas Reformed, but it requires the same conditions as raiding New Church - Vipers not existing.
                - Caesar's Legion raids on the NCR are now more sporadic, due to NCR counter-strikes, but also earn more in manpower and supplies.
                - Caesar's Legion AI now has 10% chance not to raid Broken Hills (was 20%)
    
            Rebels.txt
                - Added some more Marauders to Moab province in order to prevent Kurtz mapsnakes (I can't wait to finally get Kurtz out of Utah).
                - More revolts in Flagstaff province
                - A few other minor changes
                - Changed this:
                    command = { trigger = { control = { province = 6874 } } type = control which = REB value = 6874 }
                  Into this:
                    command = { trigger = { control = { province = 548 } } type = control which = REB value = 548 }
                  In order to switch the provinces Dillingham and False Pass.
    
            Releasing_units.txt
                - The NCR's 16th US Division will only release IF the NCR is under attack now. It will no longer release if the NCR attacks other nations.
                - Releasing "The Big Red One" is no longer in this event file.
    
            Resources.txt
                - Overabundant Energy event will have a "Do Nothing" option only if Rare Storehouses haven't been built yet, for some reason.
                - "Wasting Energy" event no longer checks if the nation has made energy storage measures, it can only pop up if you choose to do nothing in the Averabundant Energy event.
                - "Using the Energy" event: Can only barter for military equipment if one has less than 11 Mercenary units.
                - "Using the Energy" decision:    
                    - Now useable by Commonwealth and Navarro Base
                    - Can only barter for military equipment if one has less than 11 Mercenary units. No longer has a trigger related to wherever a nation is AI-controlled.
                    - No longer disallows boosting industry with energy if the nation has 70.000 or more energy AND 100 IC. Now the only restriction is the IC. Also increased energypool expense, from -15.000 to -20.000, in this option.
                    - For nations with more than 100 IC but less than 120, energy expenses are now 51.000 (was 70.000)
                - "Rusting Metal Graveyards": Can no longer do nothing if one has rare storehouse (bug?)
                - "Rusting Hulks": Eliminated redundant trigger for checking if the nation doesn't have metal storehouses.
                - "Using the Metal", "Using the Rare Materials": Now useable by Commonwealth and Navarro Base
                - "Radioactive Cellars" will have a "Do Nothing" option only if Rare Storehouses haven't been built yet
                - "People Are Getting Sick" Eliminated redundant trigger for checking if the nation doesn't have rare material storehouses.
                - A new event for restoring Gecko's nuclear reactor if it goes capput
    
            Slavers'_Guild.txt
                    - "Selling at Slave Markets", "Buying at Slave Markets", "Trading at Slave Markets": Compressed into a single decision.
                    - New Slave Markets event has action triggers which help the AI to buy slaves.
                    - "Guild Certification", "Slaving Profits" (all versions), "Guild Membership Dues": Date format change.
    
            Unifications.txt
                - "New Hampshire-Maine-Vermont United": 
                    - Unifying Vermont now requires taking only 33% of its land area (because it has only 3 provinces, so... kinda impossible doing that normally)
                    - Changed date formatting 
                - Oregon United:
                    - Now has a small bonus of +0.84% consumer goods efficiency, to account for the local gold and silver mines.
    
            Wasteland_Revolt.txt
                Changed this:
                    command = { type = control which = REB value = 6874 } #False Pass, Alaska
                Into:
                    command = { type = control which = REB value = 548 } #Dillingham, Alaska
    
            West_BoS.txt
                - Less White Space
                - "Reconciliation with NCR": Changed date formatting.
                - Deleted the old manpower tech events, passed into tech.
    
        /ministers
            - ministers_BOS.csv
                - New mininsters, including extra sets of mininsters for Institute, Minutemen and even a Gunner set.
    
        /tech
            - Resource Overhaul Tech Overhaul:
                - A revamp dedicated to making resources less abundant and more scarce through the world, by making nations produce less resources by default, and introducing the new modifiers for resource production into technologies. Scarcity means more reasons for trade and warfare, making the game harder (especially for the human player), among other differences. Plus, it cushions the effect of the adding of new resources in the map. Right now, there's just too much resources, and that was even before the map's resources started being revamped. This will be done by:
                    - Making resource production start far lower than by default (10% instead of 100%)
                    - Giving +efficiency effects to many technologies
                    - Getting rid of off-map tech bonuses to resources. These should only come in Secret Techs, scenario config and events.
                    - Keeping the off-map resources for nations which start outside areas of the map revamped with resource distribution.
                    - Making energy-to-fusion cell conversion require more energy, thus diminishing both resources' availability.
                - Files affected:
                    - misc.txt
                    - industry_tech.txt
                    - naval_tech.txt
                    - secret_weapons_tech.txt
                    - naval_doctrines.txt
    
            - air_doctrines_tech.txt: 
                - Category changed to naval.
                - Robot GDE Fix: Due to forgetfulness, during the change to the combat systems, it was forgotten that the Robots have their own 
                - Independent Units not Independant Units. Literally unplayable.
                warfare doctrine in the Robotics tech-file. This means that Robots cannot increase their GDE, unlike humans, making them underpowered. Robot nations also start with 60% "by default" due to Robot Race giving +10% GDE.
                    Remote Control: +10% GDE
                    Land Battle: +10% GDE
                    Land Operational Battle: 5% GDE
                    Sub-unit Operations: 5% GDE
                    Land Air Navy Co-ordination: 5% GDE
                    High Level Warfare: 5% GDE
                    Independent Units: 5% GDE
                    Continuous Improvement: 5% GDE
    
            - aircraft_tech.txt:
                - Improved Zeppelin Bomber and Sky Fortress techs increases air transport unit range by +500 each
    
            - industry_tech.txt:
                - Animal Husbandry, Windmills, Sheltered Agriculture, Large Brahmin Farms, Limited Wasteland Agriculture, Extensive Greenhouses, Extensive Wastelands Trade, Great Brahmin Caravans, Apothecaries, Medicine, Improved Medicine: All the Brotherhood of Steel off-map manpower bonuses/maluses, relative_manpower increase restrictions and such, are now purely manifested by tech, not events.
                - Mechanized Trade Transport: -5% energy cell production efficiency
                - Organic Trade Transport: No longer gives a -5% supply production efficiency malus
                - Scavenging techs are now meant to be fast to research with small start years, but weaker technologies, in opposition to Industry.
                - Replaced all instances of:
                    command = { type = free_energy
                    command = { type = free_money 
                    command = { type = free_rare_materials
                    command = { type = free_oil
                    command = { type = free_metal
                    - With special commands which make those bonuses only pop with a local flag called Offmap_Resources, which is given to certain nations in their start-up events.
                     - This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
                - The following technologies now yield increased efficiency for producing Fusion Cells through conversion of energy cells: Batteries, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power.
                - The following technologies will increase efficiency of producing Fusion Cells from provinces on the map: Batteries, Pre-War Devices, Basic Electronics, Rudimentary Atomic Power, Pre-War Materials, Improved Electronics, Recycling, Advanced Atomic Plant , Basic Fusion Power, Advanced Fusion 
                - The following technologies will increase efficiency of producing Energy: Windmills, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power, Pre-War Materials. Greening Ways secret technology will also increase it as well, for tribal nations.
                - The following technologies will reduce efficiency of producing energy: Windmills, Recycling and Advanced Mining.
                - The following technologies will increase efficiency of producing Metals: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Abundant Clean Water, Reliable Water Wells, Recycling. Also, Naval Recovery in Naval techs and Greening Ways the secret tech.
                - The following technologies will increase efficiency of producing Rare Materials: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Medicine, Improved Medicine, Rad-Away, Reliable Water Wells, Recycling, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power. Also, Greening Ways in Secret Techs.
                - The following technologies will reduce efficiency of producing Rare Materials: Combat Implants.
                - The industrial branch of technologies will now give larger, but IC-only bonuses, whereas Scavenging will give a "total" bonus, which affects production of Rares, Metals, Energy, Oil and IC. Changed techs: Workshops, Early Factories, Early Industrialization, New Era Industrialization. Also Anti-Gravity among secret technologies.
    
            - infantry.txt:
                Robot Race: Gives Robots 10% GDE. For now, Robots start with more 10% GDE than the other races. 
    
            - land_doctrine.txt:
                - Attrition Warfare: 
                    - Gives the Brotherhood of Steel an off-map manpower bonus.
                    - BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus.
                - Meatgrinder Training, Professional Training, Respect, Disdain: Properly sets manpower bonuses and penalties for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
    
            - naval_tech.txt:
                - Category changed to air_doctrines.
                - Pioneers, Free Farmers, Free Ranchers, Free Towns, Slavery, Slave Labor, Slave Markets, Aspire to Glory, Preservation, Monodominance, Social Control, Loyalty Culture, Child Labor, Young Soldiers: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
                - Baby Boom, Wastelands Education, New Order Schools:
                    - Gives the Brotherhood of Steel an off-map manpower bonus/malus.
                    - BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus/malus.
                - Scorched Earth can now be taken with Structured Machine Society, for Robots.
                - Machine Integration: Fixed "Integations" typo, literally unplayable.
                - Replaced all instances of:
                    command = { type = free_energy
                    command = { type = free_money 
                    command = { type = free_rare_materials
                    command = { type = free_oil
                    command = { type = free_metal
                    - With:
                     command = { trigger = { NOT = { country = ARM ALB BHU BRA CAL DEN FRA GER HOL ITA IRQ JAP MOR POL POR ROM SCH SWE TUR U30 WLL } } type =
                     - This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
                - The following technologies will increase efficiency of producing Money from Consumer Goods Efficiency: Bottlecap Money, New Era Money, Taxation Systems, Systematic Taxation, It Never Changes, Slavery, Slave Labor, Slave Markets, Slaver Society, Inclusive Machine Rule, Machine Labor Camps. Also, Extensive Wastelands Trade and Great Brahmin Caravans over on Industrial techs, and Anti-Gravity among Secret Techs.
    
            - secret_weapons_tech.txt
                - Minor formatting fixes.
                - Intelligent Mutated Animals, Rad Resistant Crops: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
    
    
        /units
    
            - division_types.txt
                - Removed white space.
    
            - Lista_divisiones.txt
                - Fixed typo. Literally unlistable.
    
            /brigades
                - anti_air.txt
                    - Eliminated redudant manpower columns
                    - Less white space.
                    - Eliminated useless model-6
                - cavalry_brigade.txt
                    - All cavalry units now have the following defensive stats:
                        defensiveness                 = -2
                        toughness                     = -2
                        airdefence                     = -1
                    - Wild Horses (Cavalry) - 0: Now has maxspeed 3 (was 2)
                    - Pure Breed Horses - 1:
                        - defaultorganisation  =  5
                        - transportweight         =  1.5 (was 2)
                        - maxspeed                =  4 (was 3)
                    - Armored Horses - 2 (Armored horses)
                        - defaultorganisation  =  10 (was 5)
                        - morale               =  10 (was 5)
                        - suppression          =  6    
                        - upgrade_time_factor  =  0.5
                        - maxspeed             =  4
                    Cyber-Horse - 3
                        - defaultorganisation  =  10
                        - suppression          =  8
                        - hardattack           =  5
                        - maxspeed             =  6
                    Ghoulified Horse - 4
                        - suppression          =  10 #terrifying
                        - hardattack           =  4
                        - maxspeed             =  6
    
    
            /divisions
                - battlecruiser.txt, battleship.txt, carrier.txt, cavalry.txt, d_rsv_33.txt, d_rsv_34.txt, d_rsv_35.txt, destroyer.txt, flying_bomb.txt, garrison.txt, heavy_cruiser.txt, infantry.txt, light_cruiser.txt, mechanized.txt, militia.txt, motorized.txt, paratrooper.txt, tactical_bomber.txt, transport_plane.txt: Eliminated White space.
                - bergsjaeger.txt:
                    - Eliminated White space.
                    - Base manpower requirement decreased to 11 (was 12, may reverse it)
                    - Removed obsolete speed_cap stats.
                - d_rsv_36.txt:
                    - Eliminated white space.
                    - Supply consumption changed from 0.1 to 0.3 to prevent balooning to inane levels. 
                - marine.txt:
                    - Fixed the bug in which airdefence was mistakenly called airattack, giving Irregular units an insane 14 air attack.
                    - Eliminated white space. 
    
    /gfx
    
        /interface
    
            - Blueprints.bmp: Blueprints now look prettier.
    
        /map
            /flags
                - New files:
                    Flag_NEP.bmp
                    Flag_NEP_2.bmp
                    Flag_PER.bmp
                    icon_NEP.bmp
                    icon_NEP_2.bmp
    
            /shields
                - New files:
                    Shield_NEP.bmp
                    Shield_NEP_2.bmp
                    Shield_PER.bmp
    
            /units
                - Spiders sprite issue fixed.
    
    /map
        - Fixed "Deloraine" bug which was causing the Deloraine province to be linked to a far-away province. Affected files:
            airdist.tbl
            distances.csv
            navaldist2.tbl
    
    
    /scenarios
    
        /2245:
    
            - 2245 - Boston.eug
                - Added Dormant Ministers for The Institute, the Special Joint Government and Gunners (incomplete)
    
                        - Caesar's_Legion.inc
                            - Removed some White Space
                            - new claimedprovinces = { 6147 6148 }
                            - Caesar's Legion now starts with the following extra techs to give it a leg up: 
                                - 3170 # Social Control, 5130 # Organized Scrap Teams, 5430 # Early Trade Caravans, 6470 # Melee weapons, 8160 # Sailing
                            - The following technologies are no longer deactivated:
                                7010 # Alien Physiology
                                7020 # Adv. Survival Equipment
                                7030 # Robotic Bio-weapons
                                7040 # Path of the Shaman
                                7050 # Gathering of the Tribes
                                7060 # Way of Dreams
                                7070 # Unity of the Tribes
                                7080 # Greening Ways
                                7090 # Harmony
                                7100 # Animal Genetics
                                7110 # Plant Genetics
                                7120 # Human Genetics
                                7130 # Intelligent Mutated Animals
                                7140 # Rad Resistant Crops
                                7150 # Super Soldiers
                                7160 # Parapsychic Science
                                7170 # Mind Powers
                                7180 # Vault Locations
                                7190 # Glory of the Eagle
                                7200 # Legacy of the Master
                                7210 # Wu Shu
                                7220 # Intelligent Rat Scouts
                                7230 # Way of the Open Palm
                                7240 # Way of the Clenched Fist
                                7250 # Combat Implants
                                7260 # Giant Mutated Spiders
                                7270 # Stealth Fields
                                7280 # Data Centers
                                7290 # Biological Warfare
                                7300 # Chi Mastery
                                7310 # Heroism
                                7320 # Alien Armor
                                7330 # Alien Weapons
                                7340 # Anti-gravity
                            - Starts with blueprints for New Era Money (AKA Denarii) and Wastelands Control
    
                        - Commonwealth.inc
                            - Arcangelus commented out most of the scenario file resources. Ugh, Arcangelus' use of province.csv gives me soul pain. FIX THAT.
    
                        - Dark_Cathedral.inc
                            - Dark Cathedral policy changed:
                                From:
                                    policy = {
                                        date = { year = 0 month = 0 day = 0 }
                                        democratic = 1
                                        political_left = 1
                                        freedom = 7
                                        free_market = 9
                                        professional_army = 8
                                        defense_lobby = 6
                                        interventionism = 7
                                    }
                                To:
                                    policy = {
                                        date = { year = 0 month = 0 day = 0 }
                                        democratic = 1
                                        political_left = 1
                                        freedom = 7
                                        free_market = 2
                                        professional_army = 7
                                        defense_lobby = 10
                                        interventionism = 8
                                    }
    
                                - Dark Cathedral now starts with the following technologies:
                                    1140 # Irregulars
                                    3020 # Slave Labor
                                    3170 # Social Control
                                    3390 # Child Labor
                                    3400 # Child Labor
                                    6100 # Wastelands War - Warrior Bands. Was deactivated before. It may be why they do so poorly.
                                    6320 # Disdain
                                    6460 # Ruins Fighting
                                - Warrior Bands is no longer deactivated, it might have been nerfing them.
    
                        - Enclave.inc: 
                            - Enclave Dillingham-False Pass switch done. See bellow for details.
                            - Enclave now has 0.03 manpower off-map income per day.
    
                        - Former_USA - Boston.inc
                            - Eliminated white space
                            - New national province: Long Beach (6329)
                            - "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)
    
                        - Former_USA.inc
                            - New national province: Long Beach (6329)
                            - "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)
                            
                        - NROM.inc
                            - Eliminated white space
                            - Now owns province Cuernavaca (4330)
    
                        - Permafrost.inc
                            - New owned, controlled and national province: Coral Harbour (6836)
                            - Note: Lots of provinces shuffled to Province.csv. Deeply annoying.
    
                        - Rebels.inc
                            - No longer start controlling provinces Moab (2678) and Coral Harbour (6836)
                            - Now start controlling province Bahía de Los Angeles (4351) instead of Mexicali (4353)
                            - Will now start controlling provinces Edmonton (796) and Bend (6776)
                            - Some marauders who were once in Mexicalli are now in Bahía de los Angeles
                            - Some marauders in Moab province were aparently removed
                            - "Altar Desert Inhabitants" division Removed. Surprised Arcangelus did that.
                            - Long Rioters removed from file.
    
                        - Wastelands.inc
                            - Less White Space.
                            - All Idaho provinces removed to Provinces.csv
                            - All Alaska provinces removed to Provinces.csv
                            - Minnesota Wasteland: All provinces except Rochester and Hibbing removed.
                            - Virginia Wastelands: Lynchburg and Pulanski removed.
                            - New York Wastelands: Jamestown, NY removed (to Dark Cathedral?)
                            - New Hampshire Wasteland: Berlin, NH removed. Manchester was commented, Concord had infra and mp commented out.
                            - Northwest Territories: Eskimo Point, Igloolik, Padlei and Akimiski Island removed (Permafrost or CSV?)
                            - Ontario Wasteland: Barrie removed (to where?)
                            - Quebec Wasteland: Most provinces removed.
                            - New Foundland and Labrador Wasteland: Most provinced commented out or removed.
                            - Yucatan Wasteland: A few provinces less - gone to Mayan Empire or CSV?
                            - Panaman Ridge Wastelands: All but Balboa or Provenir gone, either to csv or Darien Tribes
                            - Antilles Wasteland and Bermuda Wasteland: All provinces that were on-map removed.
                            - Cuba Wasteland: Many provinces removed (to csv, probably)
                            - Hispaniola Wasteland: San Andres removed.
                            - Changed the in-file state references:
                                - Dillingham: Now a Wasteland province. Add old province data from False Pass here.
                                - Mark False Pass as ENG/Enclave.
                            - ownedprovinces = Now includes 548 instead of 6874
                            - controlledprovinces = Now includes 548 instead of 6874
    
            - Enclave Dillingham-False Pass switch: Turns out someone (either me or Keyenes2.0) mistakenly adapted Enclave's Unimak Island into Dillingham Province. I recently realized that Unimak Island = False Pass Province. This could be affecting the Enclave and weakening it. So, in order to undo this mistake, I have done changes.
    
                Files affected: Enclave.inc, Wasteland.inc, Rebels.txt, Wasteland_Revolt.txt, Province.csv.
    
                - Enclave.inc
                    province = {
                    id = 6874 # False Pass. Was in Dillingham. Was Unimak Island in old map.
                    ic = 12
                    energy = 5
                    metal = 30
                    rare_materials = 2
                    manpower = 1
                    infra = 0.5 # csv
                    points = 11 # Was 12
                    oilpool = 100 supplypool = 500
                    }
                        
                    Was:
                        province = {
                        id = 548 # Dillingham. Was Unimak Island
                        ic = 12
                        energy = 5
                        metal = 30
                        rare_materials = 2
                        manpower = 1
                        infra = 0.5 # csv
                        points = 11 # Was 12
                        oilpool = 100 supplypool = 500
                        }
                        
                    ownedprovinces        = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
                    controlledprovinces = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
                    nationalprovinces    = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }    
                        
                    Was:
                    
                        ownedprovinces        = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                        controlledprovinces = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                        nationalprovinces    = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                    
                    landunit = {
                        location = 6874 # Unimak Island
                        id = { type = 10001 id = 1 }
                        name = "Reserve Brigade"
                        division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
                        }
                    
                    Was:
                        landunit = {
                            location = 548 # Unimak Island
                            id = { type = 10001 id = 1 }
                            name = "Reserve Brigade"
                            division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
                            }
                    
                    
                    navalunit = {
                        location = 549 # Anchorage
                        id       = { type = 10001 id = 9 }
                        base     = 6874
                        name     = "Poseidon Main Fleet"
                        division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
                        division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
                        division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
                        division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
                        }
                    
                    Was:
                        
                        navalunit = {
                            location = 549 # Anchorage
                            id       = { type = 10001 id = 9 }
                            base     = 548
                            name     = "Poseidon Main Fleet"
                            division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
                            division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
                            division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
                            division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
                            }
                        
                    Was:
    
                        airunit = {
                            location = 549 # Anchorage
                            id    = { type = 10001 id = 14 }
                            base    = 6874
                            name    = "Air Transport Unit"
                            division = { id = { type = 10001 id = 15 } experience = 40 name = "V-Bird Transport Alpha" type = transport_plane model = 5 }
                            }
    
            - Oregon Resource Revamp! After lots of toil and research, Oregon now has new resources on the map. IC, Rares, Metals, Energy, Fusion Cells and Manpower all changed and re-ba
            lanced, using real-world data and calculations of Oregon's pre and post-war popullation. Done criteriously in order to account both verisimilitude, real-life data, canon AND gameplay! Altered files: 
                - Gecko.inc
                - New Arroyo.inc
                - Vault_City.inc
                - Wasteland.inc
    
            - Gecko.inc province changes:
                - Not many changes,  the biggest one is severely decreasing Gecko's MP to align it with Vault City's, it was too big for some reason.
                province = {
                    id = 6103 # Gecko/Vale
                    ic = 32 # 39
                    energy = 178.6 # Was 176 (Reactor). Neal Hot Springs (2.47/3.30), Owyhee Dam (0.00/0.43), Michell Butte Power Project (0.13/0.18), 176 (Gecko Nuclear Reactor/Poseidon Oil Reactor Nº 5). Nuclear is 176. Geothermal is 2.47/3.30. Hydro is 0.13/0.61.
                    metal = 15
                    rare_materials = 13
                    oil = 30
                    nuclear_reactor = 1
                    infra = 0.4
                    manpower = 1 # Was 6. Was 4
                    points = 35 # Was 37. Was 39
                    } 
                free = { 
                    manpower = 0.023 # Ghouls of Oregon
                    }
                - Gecko has 0.023 (or 0.23 on-map MP) to account for the Ghoul popullation of Oregon, this number was left-over and could't be on map, so I added it off-map.
                    Was:
                        province = {
                            id = 6103 # Gecko/Vale
                            ic = 32 # 39
                            energy = 176
                            metal = 15
                            rare_materials = 13
                            oil = 30
                            nuclear_reactor = 1
                            infra = 0.4
                            manpower = 6 #was 4
                            points = 37 # Was 39
                            }
            
            - New Arroyo.inc province changes:
                province = {
                    id = 6107 # Arroyo/Marshfield
                    ic = 11 # scenario (10), Roseburg Forest Products/Ford Forestry Coquille. Was 10
                    energy = 78.76 # was 40 (Fantasy), Coos Bay Field (19.26/38.52), Eden Ridge Field (19.50/32.50)
                    metal = 5.13 # was 5 (fantasy). Sourdough Mine (0.01 Fe Metals), Agness District (0.12 Fe metals)
                    rare_materials = 18.06 # was 15 (fantasy). Sourdough Mine (0.43), Black Sands (1.85 Cr Rares + 0.55 Cr Rares), Vanadium Black Sand Sandstone Deposit (0.15/0.15 V Rares), Agness District (0.08 V Rares)
                    oil = 0
                    infra = 0.3
                    manpower = 3
                    naval_base = { size = 1 current_size = 0 }
                    points = 15 # Was 12. Was 13 
                    }
                province = {
                    id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
                    ic = 9 # scenario (8), Willamette Industries Inc/Dallas Industries Lumber Mill. Was 8
                    energy = 7
                    metal = 20
                    rare_materials = 6.07 # was 6 (fantasy). Ferruginous Bauxite in Newport Beach, Big Creek Bay and Yaquina Bay (0.07 Cr Rares)
                    oil = 0
                    infra = 0.3
                    manpower = 2
                    points = 8 # was 7. Was 10
                    } 
                province = {
                    id = 6110 # Salem
                    ic = 16 # Scenario (15), Teledyne Wah Chang Plant/Kuo-Muin Corporation Plant . Was 15
                    energy = 44.72 # Was 20 (fantasy). Carmen Smith (8.57/11.43), Detroit Dam (7.50/10.00), Green Peter (6.00/8.00), Foster Dam (1.50/2.00), Big Cliff Dam (0.90/1.80), Falls Creek (0.20/0.41), Lacomb Irrigation District (0.05/0.10). Hydro is 24.72/33.74. 
                    metal = 13.3 # fantasy (8), Oregon Ferruginous Bauxites (4.35 Fe Metals + 0.95 Ti). Was 8
                    rare_materials = 10.82 # fantasy (6), Oregon Ferruginous Bauxites (4.82/48.26 Al Rares). Was 6
                    oil = 5
                    infra = 0.4
                    manpower = 1
                    points = 13 # Was 11
                    } 
                Was:
                    province = {
                        id = 6107 # Arroyo/Marshfield
                        ic = 10
                        energy = 40
                        metal = 5
                        rare_materials = 15
                        oil = 0
                        infra = 0.3
                        manpower = 3
                        naval_base = { size = 1 current_size = 0 }
                        points = 12 # Was 13 
                        }
                    province = {
                        id = 6110 # Salem
                        ic = 15
                        energy = 20
                        metal = 8
                        rare_materials = 6
                        oil = 5
                        infra = 0.4
                        manpower = 1
                        points = 11
                        }
                    province = {
                        id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
                        ic = 8
                        energy = 7
                        metal = 20
                        rare_materials = 6
                        oil = 0
                        infra = 0.3
                        manpower = 2
                        points = 7 # Was 10
                        }
            - Pioneer_Alliance.inc province changes:
                province = {
                    id = 6106 # Klamath Falls
                    ic = 16
                    energy = 30.37 # was 19 (fantasy). Link River Dam (3.77/15.10), John C Boyle Dam (7.40/9.87), East Side (0.08/0.32), OIT Geo-Heat Center (0.07/0.15), Sprague Hydro (0.00/0.12), C-Drop Hydro (0.05/0.11). Hydro is 11.30/25.67, Geothermal is 0.07/0.15.             
                    metal = 9
                    rare_materials = 10 #5
                    oil = 2
                    infra = 0.4
                    manpower = 2
                    points = 11 # Was 9. Was 12
                    } 
                free = { 
                    manpower = 0.062 # Slags of the Ghost Farm
                }
                - The free manpower comes from the Slags, the mutant underground popullace north of Modoc. This was essentially a left-over 0.62 on-map mp, so I decided to add the Slags, as they were so far not accounted for in-game. They will take a larger role in the Pioneers, moving forwards.
                Was:
                    province = {
                        id = 6106 # Klamath Falls
                        ic = 16
                        energy = 19
                        metal = 9
                        rare_materials = 10 #5
                        oil = 2
                        infra = 0.4
                        manpower = 2
                        points = 9 # Was 12
                        }
            - Vault_City.inc:
                - EXTENSIVE rebalance. Vault City was totally unbalanced and non-canon, having more IC than the NCR, way more manpower than Vault City should have, and generally being so ridiculously cheesy it kept running amok in almost all games and eating the entire north. Nothing in common with the stagnating tech-utopian city-state we see in FO2. This rebalance was done with multiple things in mind, such as keeping Vault City's energy issues, severely decreasing its manpower to something close to canon, etc. It is still, however, one of the most powerful city-states in the area. Might also lead to a proportional nerf to Gecko in the future, depending on testing.
                    province = {
                        id = 6104 # Andrews/Vault City
                        ic = 27 # Was 40 (-34.4%, rounded down. Plus +3 IC to keep the ratio)
                        energy = 24.8 #  Vault City's Overstrained Vault Reactor (7), Aurora–Bretz-Cottonwood Creek (13.00/13.00 U energy), Horse Creek (4.80/8.00 U energy). Was 34. 
                        metal = 30.95 # Fantasy (30.95). Was 54
                        rare_materials = 76.51 # Fantasy (30) + McDermitt Lithium Project (52.90). Was 30.
                        oil = 6
                        infra = 0.6
                        manpower = 1 # was 5
                        landfort = 2
                        points = 34 # Was 35. Was 37
                        } 
                        province = {
                            id = 6190 # Twin Falls
                            ic = 14 # Was 21 (34.4%, rounded down. Plus -3 IC to keep the ratio)
                            energy = 17 # Fantasy (17). Was 28.
                            metal = 13 # Fantasy.
                            rare_materials = 6
                            oil = 3
                            infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
                            manpower = 3
                            landfort = 1
                            points = 10 # Was 15
                            } 
                    Was:
                        province = {
                            id = 6104 # Andrews/Vault City
                            ic = 40
                            energy = 34
                            metal = 54
                            rare_materials = 30
                            oil = 6
                            infra = 0.6
                            manpower = 5
                            landfort = 2
                            points = 35 # Was 37
                            }
                        province = {
                            id = 6190 # Twin Falls
                            ic = 21
                            energy = 28
                            metal = 13
                            rare_materials = 6
                            oil = 3
                            infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
                            manpower = 3
                            landfort = 1
                            points = 15
                            }
    
            - Wasteland.inc province changes:
                province = {
                    id = 778 # Grants Pass
                    ic = 5 # Green Diamond abrasive plant at Riddle, Hanna Nickel Smelter/Magoffin Nickel Smelter, Roseburg Forest Products/Ford Forestry, Dillard Mill, Roseburg Forest Products/Ford Forestry, Myrtle Creek Mill, Roseburg Forest Products/Ford Forestry, Riddle 
                    energy = 11.34 # North Umpqua River System (4.85/19.40), Prospect Hydroelectric System (3.90/5.20), Lost Creek Dam (1.22/4.90), Green Springs Dam (1.29/1.72), Galesville Project (0.08/0.16) Hydro is 11.34/31.38.
                    metal = 15.85 # 15.85/155.06. Tolman iron deposit (0.39 Fe Metals) Hanna Nickel Mountain Mine (15.46/154.67 Fe Metals)
                    rare_materials = 72.66 # 72.66/197.52 Rares. Chrome Kings and McCaleb (0.32 Cr Rares), Rares Tolman iron deposit (0.01 S Rares), Hanna Nickel Mountain Mine (72.33/197,19 (38.66/94.94 Ni rares + 4.29/4.29 Co rares + 29.38/97.96  Cr Rares))
                    infra = 0.5 # csv (no change)
                    points = 19 # was 0
                    }
                province = {
                    id = 783 # Portland, OR
                    ic = 14 # old csv (7), Greenbrier Gunderson/Wheel Wire Warriors Railcar Manufracturing, Swan Island Shipyard, Oregon Iron Works, Gerber Legendary Blades/Gerson Magnific Knives and Gear , Willamette Iron & Steel/Wallowa Iron and Steel Shipyard, Commercial Iron Works Shipyard, Gilmore Steel Corporation/Moore Steel Company Steel Mill. Was 7. Was 1 (csv), 
                    energy = 41.20 # Was 1 (csv). 1 (csv) + Bonneville Dam (26.10/52.20), Oak Grove Hydroelectric Project (0.00/5.10), Faraday (3.45/4.60), North Fork (4.08/4.08), T. W. Sullivan (1.15/1.54), PHP 1 (2.37/2.37), Bull Run Hydroelectric Project (0.55/2.20), River Mill (1.88/1.88), Stone Creek (0.00/1.20), PHP 2 (0.59/1.18), Timothy Lake Powerhouse (0.03/0.12). Hydro is 40.20/76.47.
                    metals = 0.95 #    Ferruginous Bauxite Deposits (0.80 Fe Metals, 0.15 Ti Metals)
                    rare_materials = 7.77 # Ferruginous Bauxite Deposits (7.77/7.77 Al Rares)
                    infra = 0.5 # csv (0.6) - 1
                    manpower = 1 # csv
                    points = 10 # Was 8. Was 3. Was 0.
                    } 
                province = {
                    id = 784 # Bend
                    ic = 2 # Nosler.inc/Partition Projectiles Bend Facility, Roseburg Forest Products/Ford Forestry, Bend. Was 2 (removed csv)
                    energy = 1.14 # Was 1 (csv). Siphon Power Project(0.00/0.54 ), Juniper Ridge Hydroelectric Project(0.12/0.50), Bend(0.02/0.11). Hydro is 0.14/1.15
                    rare_materials = 1 # csv
                    infra = 0.6 # csv (no change)
                    manpower = 1 # csv
                    }    
                province = {
                    id = 786 # Eugene
                    ic = 2 # csv (1), Roseburg Forest Products/Ford Forestry Reedsport Mill. Was 1                      
                    energy = 8.97 # Lookout Point Dam (3.00/12.00), Hills Creek Dam (0.00/3.00), Cougar Dam(2.50/2.50), Leaburg(1.59/1.59), Dexter Dam(1.50/1.50), Walterville(0.20/0.80), Dorena Hydro-Electric Facility(0.18/0.75). Hydro is 8.97/22.14
                    infra = 0.3 # csv (0.4) - 1
                    }
                province = {
                    id = 6102 # La Grande
                    ic = 2 # csv (1), Mount Emily Lumber Company/La Grande Ronde Lumber Mill. was 1
                    energy = 33.64 # Brownlee Dam (14.62/58.50), Oxbow power station (19.00/19.00), Wallowa Falls (0.02/0.11). Hydro is 33.64/77.61.
                    infra = 0.2 # csv (0.5) - 3
                    manpower = 1
                    points = 3 # Was 0.
                    }
                province = {
                    id = 6105 # Lakeview
                    ic = 2 # Collins Companies/Caulson Corporation Sawmill, tribal artisanships (1)
                    energy = 0.27 # Paisley Geothermal Plant (0.27/0.37)
                    infra = 0.3 # csv (no change)
                    manpower = 1
                    }
                province = {
                    id = 6109 # Hillsboro
                    ic = 2 # Cascade Steel Rolling Mills/Cascadia Steel Rolling Mills, Oregon-American Lumber Company/America-Oregon Lumber Company Lumber Mill
                    metals = 10.13 # Ferruginous Bauxites (0.81/1.76 Fe Metals + 0.24 Ti + 6.32 Fe + 1.18 Ti), Scapoose Limonite (1.58 Fe Metals)
                    rare_materials = 10.03 # Ferruginous Bauxites (1.76 Al Rares + 0.08 P + 6.31 Al), Scapoose Limonite (0.01 S Rares + 0.23 P + 0.19 Mn + 1.45 Al)
                    infra = 0.3 # csv (0.6) - 3
                    manpower = 2
                    points = 2 # was 0
                    }
                province = {
                    id = 6111 # The Dalles
                    energy = 36.18 # Round Butte Dam (27.93/37.25), Pelton Dam (5.49/10.98), Warm Springs Power Enterprises (1.96/1.96), Opal Springs Hydro (0.21/0.43), Middle Fork Irrigation District (0.00/0.33), 45 Mile Hydroelectric (0.22/0.30), Copper Dam Plant (0.19/0.26), Peters Drive Plant (0.18/0.18). Hydro is 36.18/51.69.
                    infra = 0.3 # csv (0.4) - 1
                    points = 3 # Was 0
                    }
                province = {
                    id = 6112 # Pendleton
                    energy = 98.05 # McNary Dam (98.05/98.05).
                    infra = 0.5 # csv (no change)
                    points = 9 # Was 0
                    }
                province = {
                    id = 6113 # Canyon City
                    ic = 2 # csv (1), tribal artisanships (1)
                    energy = 1 # csv
                    metal = 1.02 # csv (1), Grant County Chromite Deposits (0.02 Fe Metals). Was 1
                    rare_materials = 1.40 # csv (1), Grant County Chromite Deposits (0.40 Cr Rares). was 1
                    infra = 0.5 # csv (no change).
                    manpower = 1 # csv
                    }
                province = {
                    id = 6114 # Burns
                    ic = 1 # Tribal Artisanships
                    infra = 0.1 # csv (0.3)
                    }
    
                Was:
                    province = {
                        id = 778 # Grants Pass
                        infra = 0.5 # csv (no change)
                        }
                    province = {
                        id = 783 # Portland, OR
                        ic = 7 # oldcsv(7). Was 1 (csv)
                        energy = 1 # csv
                        infra = 0.5 # csv (0.6) - 1
                        manpower = 1 # csv
                        points = 3 # was 0
                        }
                    province = {
                        id = 784 # Bend
                        ic = 2 # csv
                        energy = 1 # csv
                        rare_materials = 1 # csv
                        infra = 0.6 # csv (no change)
                        manpower = 1 # csv
                        }
                    province = {
                        id = 786 # Eugene
                        ic = 1 # csv
                        infra = 0.3 # csv (0.4) - 1
                        }
                    province = {
                        id = 6102 # La Grande
                        ic = 1 # csv
                        infra = 0.2 # csv (0.5) - 3
                        }
                    province = {
                        id = 6105 # Lakeview
                        infra = 0.3 # csv (no change)
                        }
                    province = {
                        id = 6109 # Hillsboro
                        infra = 0.3 # csv (0.6) - 3
                        }
                    province = {
                        id = 6111 # The Dalles
                        infra = 0.3 # csv (0.4) - 1
                        }
    
                    province = {
                        id = 6112 # Pendleton
                        infra = 0.5 # csv (no change)
                        }
                    province = {
                        id = 6113 # Canyon City
                        ic = 1 # csv
                        energy = 1 # csv
                        metal = 1 # csv
                        rare_materials = 1 # csv
                        infra = 0.5 # csv (no change).
                        manpower = 1 # csv
                        }
    
                    province = {
                        id = 6114 # Burns
                        infra = 0.1 # csv (0.3)
                        }
     
    • 6Like
    • 1Love
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    FODD 2.5.1.2 Released
  • Hello everyone! Happy Discovery of Brazil Day!
    This update, in theory, should have been released in January, as it was a simple update to some bugs. Well, in practice it ended up being a bit more. In fact, I'm surprised I didn't just call it 2.5.2. Too late now.
    My April Release Date was off by 12 days (I wanted it done before my birthday), but between doing what had to be done, last hour additions (I didn't even get to add super-cool unit cards Messenger made for me, next time), having a busy week and bug-fixing, delays were had. But perhaps an update arrives exactly when meant to.
    Well, here it is! Ready to go, so you can have fun this weekend!
    So what this patch got? To make it simple:
    - Significant AI improvements to over 1/3 of all AI files.
    - More intro quotes, straight from the original games! I have now figured how vanilla was displaying longer quotes, quite ingenuous really.
    - Fixing unit errors
    - Warriors of Ice can now execute Tribal Despoliation Raids against nearby countries - its a mix of tribal and slave raid. From the Fury of the Northmen, Deliver Us!
    - Ghoul Union will no longer make certain nations lose their needed military accesses
    - Fixed a few event-related bugs involving event-spawned units.
    - A through manpower revamp of Alaska and the American Southwest states, involving scenario files and Unifications. One could say, a relative of the resource revamps. For the first time, I know both the pre-war and post-war populaces of these places, which I deducted through calculation and mathematics! Also comes with a sub-system for ghoul manpower. States covered so far: Alaska, Arizona, Colorado, New Mexico, Utah. The plan is to cover all of North America in the upcoming versions.
    - Other things and bug-fixes as well.

    Have a great week-end, everyone! Brazilian Slaughter OUT! I'm gonna play lol


    Checksum: JLPE
    FODD 2.5.1.2 Main Mod File (Mediafire)
    This download file is a rar file. It includes the entire mod. Extract this archive into the Mods folder of your Darkest Game installation. Does not include the FODD Soundtrack, it is a separate download.


    FODD Soundtrack v1.0.
    FODD Soundtrack v1.0 on ModDB.
    This optional download file is a rar file. Extract this archive into the folder of your latest FODD mod folder. It contains numerous music files, among them OSTs for all Fallout games (Fallout/Fallout 2/Fallout Tactics/Fallout 3/Fallout New Vegas/Fallout 4/Fallout 76), as well as other files. Thanks to Kill_Tactician on the FODD Discord for the files.

    FODD Discord Link (follow the Discord link for a little tease about what I got planned for 2.6)


    Code:
    FODD 2.5.1.2 Changelog 02-01-2023
    
    FODD_ID_Numbers.txt: Updated some references:
        - Updated event IDs by adding the Calgary Confederacy
    
    /ai
    
        AFG/Kansas Free State:
            - Improved the AI somewhat, with front ratios, upgrade and reinforcement max sliders and fuel count for offensives.
            - Will now use offensive supply in all start dates.
            - Fixed organization in combat files, It annoyed me. I now order by higher number then alphabetically.
    
    
            AFG_2245.ai:
                max_front_ratios = {
                    NOR = 2.0
                    BEN = 2.0
                    TEX = 2.0
                    SOV = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    BEN = 20 # Beastlords, residal distrust from the Quincy attack on Ghouls
                    #BLR = 20 # Texas Reformed
                    IRQ = 20 # The Vipers
                    JAP = 20 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
                    TEX = 20 # New Church
                    #ALB = 10 # Caesar's Legion
                    NOR = 10 # The Huns
                    SOV = 5 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
                    }
    
            AFG_2247.ai:
                max_front_ratios = {
                    NOR = 2.0
                    BEN = 2.0
                    TEX = 2.0
                    SOV = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    #BLR = 20 # Texas Reformed
                    IRQ = 20 # The Vipers
                    TEX = 20 # New Church
                    BEN = 15 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
                    JAP = 15 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
                    ALB = 10 # Caesar's Legion
                    NOR = 10 # The Huns
                    SOV = 5  # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
                    }
    
            AFG_2249.ai:
                max_front_ratios = {
                    AZB = 2.0
                    NOR = 2.0
                    BEN = 2.0
                    TEX = 2.0
                    SOV = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                strat_redeploy_threshold = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    TEX = 25 # New Church
                    IRQ = 20 # The Vipers
                    #BLR = 20 # Texas Reformed
                    ALB = 15 # Caesar's Legion
                    NOR = 15 # The Huns
                    BEN = 10 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
                    JAP = 10 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
                    SOV = 10 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
                    }
    
            AFG_2251.ai:
                max_front_ratios = {
                    AZB = 2.0
                    NOR = 2.0
                    BEN = 2.0
                    TEX = 2.0
                    SOV = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    TEX = 25 # New Church
                    #BLR = 20 # Texas Reformed
                    IRQ = 20 # The Vipers
                    NOR = 20 # The Huns
                    ALB = 15 # Caesar's Legion
                    SOV = 10 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
                    ARG = 5 # Harlequins
                    AZB = 5 # Dark Cathedral
                    BEN = 5 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
                    JAP = 5 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
                    }
    
            AFG_2253.ai:
                max_front_ratios = {
                    AZB = 2.0
                    NOR = 2.0
                    BEN = 2.0
                    TEX = 2.0
                    SOV = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    TEX = 30 # New Church
                    NOR = 25 # The Huns
                    #BLR = 20 # Texas Reformed
                    IRQ = 20 # The Vipers
                    ALB = 15 # Caesar's Legion
                    SOV = 15 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
                    ARG = 10 # Harlequins
                    AZB = 10 # Dark Cathedral
                    ARA = 5  # Warriors of Ice
                    CZE = 5  # Spiders
                    HON = 5  # Mexican Raiders
                    QUE = 5  # Quebec
                    }
    
    
            AFG_2255.ai:
                max_front_ratios = {
                    AZB = 2.0
                    NOR = 2.0
                    BEN = 2.0
                    TEX = 2.0
                    SOV = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1500
                combat = {
                    NOR = 30 # The Huns
                    TEX = 30 # New Church
                    #BLR = 20 # Texas Reformed
                    ENG = 20 # Enclave
                    IRQ = 20 # The Vipers
                    ALB = 15 # Caesar's Legion
                    ARG = 15 # Harlequins
                    AZB = 15 # Dark Cathedral
                    SOV = 15 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
                    ARA = 10 # Warriors of Ice
                    CZE = 10 # Spiders
                    GER = 10 # Vault City
                    HON = 10 # Mexican Raiders
                    QUE = 10 # Quebec
                    }
    
        ALB/Caesar's Legion:
            - Will now dedicate more garrisons and forces to fronts of its main rivals
            - Added a few settings to adjust things like reinforcement and upgrading IC use.
            - Maximum fuel for offensive supply set, increases as the game advances.
            - Will now build forts at borders with some enemies. Not many tho, the Legion is at its core an offensive not defensive force.
            - Redid a few things to conform to the current standard.
            - Will attack the Wanamingo Dawn
    
            ALB_2245.ai:
                max_front_ratios = {
                    BRA = 2.0
                    CAL = 2.0
                    IRQ = 2.0
                    SWE = 2.0
                    TUR = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    IRQ = 40 # The Vipers
                    BRA = 20 # Reservation
                    CAL =  5 # New California Republic. Was 10.
                    SWE =  5 # The Hub
                    TUR =  5 # Necropolis
                    }
                land_fort = yes
                max_land_level = 1
                fort_borders = { BRA CAL IRQ SWE TUR }
                fort_provs = {
                    730  # Tucson/Two Sun
                    6155 # Globe
                }
    
            ALB_2247.ai:
                max_front_ratios = {
                    BRA = 2.0
                    CAL = 2.0
                    IRQ = 2.0
                    SWE = 2.0
                    TUR = 2.0
                }
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    IRQ = 60 # Vipers. was 15, then 20, then 30. Now 50. Reciprocated.
                    BRA = 40 # Reservation. Was 50, now 40.
                    ARM = 10 # Kurtz' Camp
                    CAL = 10 # NCR.    Was 50.
                    JAP = 10 # Robot Nation.
                    MOR = 10 # New Canaan
                    POL = 10 # Broken Hills
                    SWE = 10 # Hub
                    TUR = 10 # Necropolis
                    GER = 5  # Vault City
                    POR = 5  # Gecko
                    SCH = 5  # Pioneer Alliance
                    WLL = 5  # Wanamingo Dawn
                    }
    
                land_fort = yes
                max_land_level = 1
                fort_borders = { ARM BRA CAL GER IRQ JAP MOR POL POR SCH SWE TUR WLL }
                fort_provs = {
                    730 # Tucson
                    731 # Flagstaff
                    6155 # Globe
                }
    
    
            ALB_2249.ai:
                max_front_ratios = {
                    BRA = 2.0
                    CAL = 2.0
                    IRQ = 2.0
                    SWE = 2.0
                    TEX = 2.0
                    TUR = 2.0
                }
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    IRQ = 80 # Vipers. was 15, then 20, then 30. Now 50. Vipers. Reciprocated.
                    BRA = 50 # Reservation. Was 30, now 50.
                    BLR = 40 # Texas Reformed
                    AFG = 20 # Kansas Free State
                    ARG = 20 # Harlequins
                    ARM = 20 # Kurtz' Camp
                    CAL = 20 # NCR.    Was 50.
                    ITA = 20 # Brotherhood of Steel
                    JAP = 20 # Robot Nation.
                    MOR = 20 # New Canaan
                    POL = 20 # Broken Hills
                    SWE = 20 # Hub
                    TEX = 20 # New Church. A possible invasion target as well.
                    TUR = 20 # Necropolis
                    AST = 10 # Under-Nation
                    CHC = 10 # Shi Empire
                    GER = 10 # Vault City
                    POR = 10 # Gecko
                    SCH = 10 # Pioneer Alliance
                    }
    
                land_fort = yes
                max_land_level = 1
                    fort_borders = { AFG ARM ARG AST BRA CAL CHC GER IRQ ITA JAP MOR POL POR SCH SWE TEX TUR WLL }
                fort_provs = {
                    730 # Tucson
                    731 # Flagstaff
                    2678 # Moab
                    4357 # San Luis Río Colorado
                    6145 # Yuma
                    6151 # Tuba
                    6153 # Kingman
                    6155 # Globe
                    6156 # Parker
                }   
    
            ALB_2251.ai:
                max_front_ratios = {
                    #BRA = 2.0
                    CAL = 2.0
                    IRQ = 2.0
                    SWE = 2.0
                    TEX = 2.0
                    TUR = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    IRQ = 100 # Vipers. Reciprocated.
                    BRA = 70  # Reservation. Was 30, now 50.
                    BLR = 50  # Texas Reformed
                    AFG = 40  # Kansas Free State
                    CAL = 40  # NCR. Was 50
                    JAP = 40  # Robot Nation.
                    MOR = 40  # New Canaan
                    ARM = 30  # Kurtz' Camp
                    POL = 30  # Broken Hills
                    SWE = 30  # Hub
                    TEX = 30  # New Church. A possible invasion target as well.
                    TUR = 30  # Necropolis
                    ARG = 20  # Harlequins
                    AST = 20  # Under-Nation
                    CHC = 20  # Shi Empire
                    CZE = 20  # Spiders
                    ITA = 20  # Brotherhood of Steel
                    GER = 15  # Vault City
                    POR = 15  # Gecko
                    SCH = 15  # Pioneer Alliance
                    BEN = 10  # Beast Lords
                    CSA = 10  # Manitou Tribes
                    SPA = 10  # East BOS
                    U53 = 10  # Nuka Cola Company
                    CAM = 5   # Reavers
                    SOV = 5   # Mutant Army
                    }
    
                land_fort = yes
                max_land_level = 1
                    fort_borders = { AFG ARM ARG AST BEN BRA BLR CAM CAL CHC CSA CZE GER IRQ ITA JAP MOR POL POR SCH SOV SPA SWE TEX TUR U53 WLL }
                fort_provs = {
                730 # Tucson
                731 # Flagstaff
                2678 # Moab
                4357 # San Luis Río Colorado
                6145 # Yuma
                6151 # Tuba
                6153 # Kingman
                6155 # Globe
                6156 # Parker
                }
    
    
            ALB_2253.ai:
                max_front_ratios = {
                    #BRA = 2.0
                    CAL = 2.0
                    #IRQ = 2.0
                    SWE = 2.0
                    TEX = 2.0
                    TUR = 2.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                exp_force_ratio = 0.50
                combat = {
                    IRQ = 120 # Vipers. Reciprocated.
                    BRA = 100 # Reservation.
                    CAL = 80  # NCR. Was 50.
                    JAP = 80  # Robot Nation
                    AFG = 60  # Kansas Free State
                    BLR = 60  # Texas Reformed
                    MOR = 60  # New Canaan
                    ARG = 40  # Harlequins
                    ARM = 40  # Kurtz' Camp
                    CZE = 40  # Spiders
                    POL = 40  # Broken Hills
                    TEX = 40  # New Church. A possible invasion target as well.
                    TUR = 40  # Necropolis
                    AST = 30  # Under-Nation
                    CHC = 30  # Shi Empire
                    ITA = 30  # Brotherhood of Steel
                    SWE = 30  # Hub
                    BEN = 20  # Beast Lords
                    CSA = 20  # Manitou Tribes
                    GER = 20  # Vault City
                    MAD = 20  # Mayan Empire
                    MEX = 20  # NROM
                    POR = 20  # Gecko
                    SCH = 20  # Pioneer Alliance
                    SPA = 20  # East BOS
                    U53 = 20  # Nuka Cola Company
                    ARA = 10  # Warriors of Ice
                    CAM = 10  # Reavers
                    CAN = 10  # RCC
                    QUE = 10  # Quebec
                    SOV = 10  # Mutant Army
                    BEL = 5   # God-Machine
                    MTN = 5   # Calgary Confederacy
                    }
                land_fort = yes
                max_land_level = 4
                    fort_borders = { AFG ARA ARM ARG AST BEL BEN BRA BLR CAM CAN CAL CHC CSA CZE GER IRQ ITA JAP MAD MEX MOR MTN POL POR QUE SCH SOV SPA SWE TEX TUR U53 WLL }
                fort_provs = {
                    730 # Tucson
                    731 # Flagstaff
                    2678 # Moab
                    4357 # San Luis Río Colorado
                    6145 # Yuma
                    6151 # Tuba
                    6153 # Kingman
                    6155 # Globe
                    6156 # Parker
                }
    
    
            ALB_2255.ai:
                max_front_ratios = {
                    #BRA = 2.0
                    CAL = 3.0
                    ENG = 3.0
                    #IRQ = 2.0
                    PRK = 3.0
                    SWE = 2.0
                    TEX = 2.0
                    TUR = 2.0
                    USA = 3.0
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                exp_force_ratio = 0.50
                combat = {
                    IRQ = 150 # Vipers. No really, why aren't you people dead?
                    BRA = 120 # Reservation (why it isn't dead yet?)
                    CAL = 100 # NCR. Was 50.
                    JAP = 100 # Robot Nation
                    USA = 90  # FUSA
                    AFG = 80  # Kansas Free State
                    MOR = 80  # New Canaan
                    ARG = 60  # Harlequins
                    BLR = 60  # Texas Reformed
                    CZE = 60  # Spiders
                    HOL = 60  # New Arroyo
                    PRK = 60  # Polar Station Zeta
                    ARM = 50  # Kurtz' Camp
                    POL = 50  # Broken Hills
                    TEX = 50  # New Church. A possible invasion target as well.
                    TUR = 50  # Necropolis
                    AST = 40  # Under-Nation
                    AZB = 40  # Dark Cathedral
                    CHC = 40  # Shi Empire
                    ITA = 40  # Brotherhood of Steel
                    MAD = 40  # Mayan Empire
                    MEX = 40  # NROM
                    SWE = 40  # Hub
                    BEN = 30  # Beast Lords
                    CSA = 30  # Manitou Tribes
                    GER = 30  # Vault City
                    POR = 30  # Gecko
                    SCH = 30  # Pioneer Alliance
                    SPA = 30  # East BOS
                    U53 = 30  # Nuka Cola Company
                    ARA = 20  # Warriors of Ice
                    BOS = 20  # Commonwealth
                    CAM = 20  # Reavers
                    CAN = 20  # RCC
                    QUE = 20  # Quebec
                    SOV = 15  # Mutant Army
                    ALG = 10  # Darien Tribes
                    BEL = 10  # God-Machine   
                    MTN = 10  # Calgary Confederacy   
                    }
                land_fort = yes
                max_land_level = 5
                fort_borders = { AFG ALG ARA ARM ARG AST AZB BEL BEN BOS BRA BLR CAM CAN CAL CHC CSA CZE GER HOL IRQ ITA JAP MAD MEX MOR MTN POL POR QUE SCH SOV SPA SWE TEX TUR U53 USA WLL }
                fort_provs = {
                    730 # Tucson
                    731 # Flagstaff
                    2678 # Moab
                    4357 # San Luis Río Colorado
                    6145 # Yuma
                    6151 # Tuba
                    6153 # Kingman
                    6155 # Globe
                    6156 # Parker
                }
    
    
        ALG/Darien Tribes:
            - Will now set upgrading and reinforcement IC sliders.
            - Maximum fuel for offensive supply set, increases as the game advances.
            - Maximum front ratios set.
            ALG_2245.ai
                max_front_ratios = {
                    MAD = 3.0 # Mayan Empire
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
    
            ALG_2247.ai
                max_front_ratios = {
                    MAD = 3.0 # Mayan Empire
                    MEX = 3.0 # New Republic of Mexico (NROM)
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
    
            ALG_2249.ai
                max_front_ratios = {
                    HON = 3.0 # Mexican Raiders
                    MAD = 3.0 # Mayan Empire
                    MEX = 3.0 # New Republic of Mexico (NROM)
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
    
            ALG_2251.ai
                max_front_ratios = {
                    HON = 3.0 # Mexican Raiders
                    MAD = 3.0 # Mayan Empire
                    MEX = 3.0 # New Republic of Mexico (NROM)
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
            ALG_2253.ai
                max_front_ratios = {
                    HON = 3.0 # Mexican Raiders
                    MAD = 3.0 # Mayan Empire
                    MEX = 3.0 # New Republic of Mexico (NROM)
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
            ALG_2255.ai
                max_front_ratios = {
                    HON = 3.0 # Mexican Raiders
                    MAD = 3.0 # Mayan Empire
                    MEX = 3.0 # New Republic of Mexico (NROM)
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
    
    
        ARA.ai: Will now embargo Calgary Confederacy and the Commonwealth.
    
        ANG/Junkers:
            - Added maximum upgrading and reinforcement sliders. Will use 0.5 for reinforcement due to the US Civil War, in the early dates, and 0.05 for upgrading because its not a priority early on with the civil war.
            - Maximum front ratios set. Will prioritize The States and Zombie Apocalypse at first, before prioritizing the Dark Cathedral as well.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
    
            ANG_2245.ai:
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    USA = 2.5 # The States
                }
                upgrading = 0.05
                reinforcement = 0.5    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
    
            ANG_2247.ai:
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    AZB = 2.5 # Dark Cathedral
                    USA = 2.5 # The States
                }
                upgrading = 0.05
                reinforcement = 0.5    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
    
            ANG_2249.ai:
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    AZB = 2.5 # Dark Cathedral
                    USA = 2.5 # The States
                }
                upgrading = 0.1 # up from 0.05 because civil war should be over by now
                reinforcement = 0.3    # max % of ic used on this slider. Down from 0.5 because US Civil War should be finished by then.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
    
            ANG_2251.ai:
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    AZB = 3.0 # Dark Cathedral
                    USA = 3.0 # The States
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    AUS = 80 # Zombie Apocalypse
                    USA = 55 # FUSA  
                    AZB = 30 # Dark Cathedral
                    ARA = 10 # Warriors of Ice
                    BLR = 10 # Texas Reformed
                    SPA = 10 # East BOS
                    CZE = 5  # Spiders
                    }
    
            ANG_2253.ai:
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    AZB = 3.0 # Dark Cathedral
                    USA = 3.0 # The States
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    AUS = 100 # Zombie Apocalypse
                    USA = 65  # FUSA
                    AZB = 40  # Dark Cathedral
                    ARA = 15  # Warriors of Ice
                    BLR = 15  # Texas Reformed
                    SPA = 15  # East BOS
                    CZE = 10  # Spiders
                    CAL = 5      # NCR
                    AST = 2   # The Under-Nation
                    }
    
            ANG_2255.ai:
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    AZB = 3.0 # Dark Cathedral
                    USA = 3.0 # The States
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    AUS = 120 # Zombie Apocalypse
                    USA = 75  # FUSA
                    AZB = 50  # Dark Cathedral
                    ARA = 20  # Warriors of Ice
                    BLR = 20  # Texas Reformed
                    PRK = 20  # Polar Station Zeta
                    SPA = 20  # East BOS    
                    CZE = 15  # Spiders
                    CAL = 10  # NCR
                    AST = 4   # The Under-Nation
                    ALG = 2   # Darien Tribes
                    }
    
    
        ARG/Harlequins:
            - The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
                - ARG_2245.ai, ARG_2247.ai, ARG_2249.ai, ARG_2251.ai, ARG_2253.ai, ARG_2255.ai:
                    switch = yes # [yes/no]
            - Fixed fort building, Harlequins will now properly fortify provinces, will go for forts beyond lvl2 and borders with certain countries as well.
            - Added maximum upgrading and reinforcement sliders.
            - Maximum front ratios set.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Increased priority to garrison the border with New Church and later on, Spiders.
    
                ARG_2245.ai:
                    max_front_ratios = {
                        TEX = 2.0 # New Church
                    }
                    upgrading = 0.1 #
                    reinforcement = 0.3    # max % of ic used on this slider.
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 200
    
                    land_fort = yes
                    max_land_level = 2
                    fort_borders = { TEX }
                    fort_provs = { 680 }
    
                    garrison = {
                        # Borders with specific countries
                            country_priorities = {
                                TEX = 20 # New Church
                            }
                    }
    
                ARG_2247.ai:
                    max_front_ratios = {
                        TEX = 2.0 # New Church
                    }
                    upgrading = 0.1 #
                    reinforcement = 0.3    # max % of ic used on this slider.
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 400
    
                    land_fort = yes
                    max_land_level = 4
                    fort_borders = { TEX }
                    fort_provs = { 680 }
    
                    garrison = {
                        # Borders with specific countries
                            country_priorities = {
                                TEX = 20 # New Church
                            }
                    }
    
                ARG_2249.ai:
                    max_front_ratios = {
                        CZE = 2.0 # Spiders
                        TEX = 2.0 # New Church
                    }
                    neutrality = 50.000
                    upgrading = 0.1 #
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 600
    
                    land_fort = yes
                    max_land_level = 6
                    fort_borders = { CZE TEX }
                    fort_provs = { 680 }
    
                    garrison = {
                        # Borders with specific countries
                            country_priorities = {
                                CZE = 20 # Spiders
                                TEX = 20 # New Church
                            }
                    }
    
                ARG_2251.ai:
                    max_front_ratios = {
                        CZE = 2.0 # Spiders
                        TEX = 2.0 # New Church
                    }
                    upgrading = 0.1 #
                    reinforcement = 0.3    # max % of ic used on this slider.
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 800
                    combat = {
                        TEX = 40
                        CZE = 20
                        }
    
                    land_fort = yes
                    max_land_level = 8
                    fort_borders = { CZE TEX }
                    fort_provs = { 680 }
    
                    garrison = {
                        # Borders with specific countries
                            country_priorities = {
                                CZE = 20 # Spiders
                                TEX = 20 # New Church
                            }
                    }
    
    
                ARG_2253.ai:
                    max_front_ratios = {
                        CZE = 2.0 # Spiders
                        TEX = 2.0 # New Church
                    }
                    upgrading = 0.1 #
                    reinforcement = 0.3    # max % of ic used on this slider.
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 1000
                    combat = {
                        TEX = 50
                        CZE = 20
                        }
    
                    land_fort = yes
                    max_land_level = 10
                    fort_borders = { CZE TEX }
                    fort_provs = { 680 }
    
                    garrison = {
                        # Borders with specific countries
                            country_priorities = {
                                CZE = 20 # Spiders
                                TEX = 20 # New Church
                            }
                    }
    
                ARG_2255.ai:
                    max_front_ratios = {
                        CZE = 2.0 # Spiders
                        TEX = 2.0 # New Church
                    }
                    upgrading = 0.1 #
                    reinforcement = 0.3    # max % of ic used on this slider.
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 1200
                    combat = {
                        TEX = 60
                        CZE = 20
                        }
    
                    land_fort = yes
                    max_land_level = 10
                    fort_borders = { CZE TEX }
                    fort_provs = { 680 }
    
                    garrison = {
                        # Borders with specific countries
                            country_priorities = {
                                CZE = 20 # Spiders
                                TEX = 20 # New Church
                            }
                    }
    
    
    
        ARM/Kurtz's Camp:
            - The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
                - ARM_2245.ai, ARM_2247.ai, ARM_2249.ai, ARM_2251.ai, ARM_2253.ai, ARM_2255.ai:
                    switch = yes # [yes/no]
            - Added maximum upgrading and reinforcement sliders.
            - Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Will build forts in more borders now, plus will build forts more gradually.
            - A few provinces on garrison country priorities and combat no longer make sense since the location change. Changed those to adress it.
    
            ARM_2245.ai:
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    BHU = 2.0 # White Legs Tribe
                    JAP = 2.0 # Robot Nation
                    MOR = 2.0 # New Canaan
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    BHU = 20 # White Legs Tribe
                    MOR = 20 # New Canaan
                    #ITA = 15 # Brotherhood of Steel
                    BRA = 10 # Reservation
                    CAL = 10 # New California Republic
                    IRQ = 10 # Vipers
                    JAP = 10 # Robot Nation
                    TUR = 10 # Necropolis
                    ALB = 5 # Caesar's Legion
                    AST = 5 # Under-Nation
                    HON = 5 # Mexican Raiders
                    }
    
    
                AA_batteries = yes
                max_AA_level = 2
                AA_provs = { 6162 }
    
                land_fort = yes
                max_land_level = 2
                fort_borders = { ALB BHU JAP MOR }
                fort_provs = { 6162 }
    
                garrison = {
                    # Borders with specific countries
                    country_priorities = {
                        BHU = 30 # White Legs Tribe
                        ALB = 30 # Caesar's Legion
                        JAP = 30 # Robot Nation
                        MOR = 30 # New Canaan
                        GER = 20 # Vault City
                        #CAL = 30 # New California Republic
                        #CHC = 30 # Shi Empire
                        #ITA = 30 # Brotherhood of Steel
                        #MEX = 30 # NROM
                        #HON = 15 # Mexican Raiders
                        IRQ = 15 # Vipers
                    }
                }
    
            ARM_2247.ai:
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    BHU = 2.0 # White Legs Tribe
                    JAP = 2.0 # Robot Nation
                    MOR = 2.0 # New Canaan
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    BHU = 25 # White Legs Tribe
                    MOR = 25 # New Canaan
                    #ITA = 20 # Brotherhood of Steel
                    BRA = 15 # Reservation
                    CAL = 15 # New California Republic
                    IRQ = 15 # Vipers
                    JAP = 15 # Robot Nation
                    TUR = 15 # Necropolis
                    ALB = 10 # Caesar's Legion
                    AST = 10 # Under-Nation
                    HON = 10 # Mexican Raiders
                    FRA = 5  # New Reno
                    GER = 5  # Vault City
                    POL = 5  # Broken Hills
                    }
    
                AA_batteries = yes
                max_AA_level = 4
                AA_provs = { 6162 }
    
                land_fort = yes
                max_land_level = 4
                fort_borders = { ALB BHU BRA IRQ JAP MOR }
                fort_provs = { 6162 }
    
                country_priorities = {
                    BHU = 30 # White Legs Tribe
                    ALB = 30 # Caesar's Legion
                    JAP = 30 # Robot Nation
                    MOR = 30 # New Canaan
                    CAL = 20 # New California Republic
                    GER = 20 # Vault City
                    #CAL = 30 # New California Republic
                    #CHC = 30 # Shi Empire
                    #ITA = 30 # Brotherhood of Steel
                    #MEX = 30 # NROM
                    #HON = 15 # Mexican Raiders
                    BRA = 15 # Reservation
                    IRQ = 15 # Vipers
                }
    
    
            ARM_2249.ai:
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    BHU = 2.0 # White Legs Tribe
                    BRA = 2.0 # Reservation
                    IRQ = 2.0 # Vipers
                    JAP = 2.0 # Robot Nation
                    MOR = 2.0 # New Canaan
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    BHU = 30 # White Legs
                    MOR = 30 # New Canaan
                    #ITA = 25 # Brotherhood of Steel
                    BRA = 20 # Reservation
                    CAL = 20 # New California Republic
                    IRQ = 20 # Vipers
                    JAP = 20 # Robot Nation
                    TUR = 20 # Necropolis
                    ALB = 15 # Caesar's Legion
                    AST = 15 # Under-Nation
                    HON = 15 # Mexican Raiders
                    FRA = 10 # New Reno
                    GER = 10 # Vault City
                    POL = 10 # Broken Hills
                    }
    
                AA_batteries = yes
                max_AA_level = 6
                AA_provs = { 6162 }
    
                land_fort = yes
                max_land_level = 6
                fort_borders = { ALB AST BHU BRA CAL GER IRQ JAP MOR TUR }
                fort_provs = { 6162 }
    
                country_priorities = {
                    BHU = 30 # White Legs Tribe
                    ALB = 30 # Caesar's Legion
                    JAP = 30 # Robot Nation
                    MOR = 30 # New Canaan
                    CAL = 20 # New California Republic
                    GER = 20 # Vault City
                    #CAL = 30 # New California Republic
                    #CHC = 30 # Shi Empire
                    #ITA = 30 # Brotherhood of Steel
                    #MEX = 30 # NROM
                    #HON = 15 # Mexican Raiders
                    BRA = 15 # Reservation
                    IRQ = 15 # Vipers
                }
    
    
            ARM_2251.ai:
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    BHU = 2.0 # White Legs Tribe
                    BRA = 2.0 # Reservation
                    CAL = 2.0 # New California Republic
                    IRQ = 2.0 # Vipers
                    JAP = 2.0 # Robot Nation
                    MOR = 2.0 # New Canaan
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    BHU = 35 # White Legs Tribe
                    MOR = 35 # New Canaan
                    #ITA = 30 # Brotherhood of Steel
                    BRA = 25 # Reservation
                    CAL = 25 # New California Republic
                    IRQ = 25 # Vipers
                    JAP = 25 # Robot Nation
                    TUR = 25 # Necropolis
                    ALB = 20 # Caesar's Legion
                    AST = 20 # Under-Nation
                    HON = 20 # Mexican Raiders
                    FRA = 15 # New Reno
                    GER = 15 # Vault City
                    POL = 15 # Broken Hills
                    AFG = 5 # Kansas Free State
                    NOR = 5 # The Huns
                    TEX = 5 # New Church
                    }
    
                AA_batteries = yes
                max_AA_level = 8
                AA_provs = { 6162 }
    
                land_fort = yes
                max_land_level = 8
                fort_borders = { AFG ALB AST BHU BRA CAL FRA GER HON IRQ JAP MOR NOR POL TEX TUR }
                fort_provs = { 6162 }
    
                country_priorities = {
                    BHU = 30 # White Legs Tribe
                    ALB = 30 # Caesar's Legion
                    JAP = 30 # Robot Nation
                    MOR = 30 # New Canaan
                    CAL = 20 # New California Republic
                    GER = 20 # Vault City
                    #CAL = 30 # New California Republic
                    #CHC = 30 # Shi Empire
                    #ITA = 30 # Brotherhood of Steel
                    #MEX = 30 # NROM
                    #HON = 15 # Mexican Raiders
                    BRA = 15 # Reservation
                    IRQ = 15 # Vipers
                }
    
    
            ARM_2253.ai:
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    BHU = 2.0 # White Legs Tribe
                    BRA = 2.0 # Reservation
                    CAL = 2.0 # New California Republic
                    IRQ = 2.0 # Vipers
                    JAP = 2.0 # Robot Nation
                    MOR = 2.0 # New Canaan
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
    
                combat = {
                    BHU = 40 # White Legs Tribe
                    MOR = 40 # New Canaan
                    #ITA = 35 # Brotherhood of Steel
                    BRA = 30 # Reservation
                    CAL = 30 # New California Republic
                    IRQ = 30 # Vipers
                    JAP = 30 # Robot Nation
                    TUR = 30 # Necropolis
                    ALB = 25 # Caesar's Legion
                    AST = 25 # Under-Nation
                    HON = 25 # Mexican Raiders
                    FRA = 20 # New Reno
                    GER = 20 # Vault City
                    POL = 20 # Broken Hills
                    AFG = 10 # Kansas Free State
                    NOR = 10 # The Huns
                    TEX = 10 # New Church
                    POR = 5  # Gecko
                    SCH = 5  # Pioneer Alliance
                    HOL = 5  # New Arroyo
                    BLR = 5  # Texas Reformed
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 6162 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ALB AST BHU BLR BRA CAL FRA GER HOL HON IRQ JAP MOR NOR POL POR SCH TEX TUR }
                fort_provs = { 6162 }
    
                country_priorities = {
                    BHU = 30 # White Legs Tribe
                    ALB = 30 # Caesar's Legion
                    JAP = 30 # Robot Nation
                    MOR = 30 # New Canaan
                    CAL = 20 # New California Republic
                    GER = 20 # Vault City
                    #CAL = 30 # New California Republic
                    #CHC = 30 # Shi Empire
                    #ITA = 30 # Brotherhood of Steel
                    #MEX = 30 # NROM
                    #HON = 15 # Mexican Raiders
                    BRA = 15 # Reservation
                    IRQ = 15 # Vipers
                }
    
            ARM_2255.ai:
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    ALB = 2.0 # Caesar's Legion
                    BHU = 2.0 # White Legs Tribe
                    BRA = 2.0 # Reservation
                    IRQ = 2.0 # Vipers
                    JAP = 2.0 # Robot Nation
                    MOR = 2.0 # New Canaan
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    BHU = 45 # White Legs Tribe
                    MOR = 45 # New Canaan
                    #ITA = 40 # Brotherhood of Steel
                    BRA = 35 # Reservation
                    CAL = 35 # New California Republic
                    IRQ = 35 # Vipers
                    JAP = 35 # Robot Nation
                    TUR = 35 # Necropolis
                    ALB = 30 # Caesar's Legion
                    AST = 30 # Under-Nation
                    HON = 30 # Mexican Raiders
                    FRA = 25 # New Reno
                    GER = 25 # Vault City
                    POL = 25 # Broken Hills
                    AFG = 15 # Kansas Free State
                    NOR = 15 # The Huns
                    TEX = 15 # New Church
                    POR = 10 # Gecko
                    SCH = 10 # Pioneer Alliance
                    HOL = 10 # New Arroyo
                    BLR = 10 # Texas Reformed
                    ENG = 5  # Enclave
                    PRK = 5  # Polar Station Zeta
                    USA = 5  # The States
                    }
    
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ALB AST BHU BLR BRA CAL ENG FRA GER HOL HON IRQ JAP MOR NOR POL POR PRK SCH TEX TUR USA }
                fort_provs = { 6162 } 
    
                country_priorities = {
                    BHU = 30 # White Legs Tribe
                    ALB = 30 # Caesar's Legion
                    JAP = 30 # Robot Nation
                    MOR = 30 # New Canaan
                    CAL = 20 # New California Republic
                    GER = 20 # Vault City
                    #CAL = 30 # New California Republic
                    #CHC = 30 # Shi Empire
                    #ITA = 30 # Brotherhood of Steel
                    #MEX = 30 # NROM
                    #HON = 15 # Mexican Raiders
                    BRA = 15 # Reservation
                    IRQ = 15 # Vipers
                }
    
    
            ARM_Apocalypse.ai:
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    #ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    ALB = 2.0 # Caesar's Legion
                    BHU = 2.0 # White Legs Tribe
                    BRA = 2.0 # Reservation
                    IRQ = 2.0 # Vipers
                    JAP = 2.0 # Robot Nation
                    MOR = 2.0 # New Canaan
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 734 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ALB AST BHU BLR BRA CAL FRA GER HOL HON IRQ JAP MOR NOR POL POR PRK SCH TEX TUR USA }
                fort_provs = { 6162 } 
    
                country_priorities = {
                    BHU = 30 # White Legs Tribe
                    ALB = 30 # Caesar's Legion
                    JAP = 30 # Robot Nation
                    MOR = 30 # New Canaan
                    CAL = 20 # New California Republic
                    GER = 20 # Vault City
                    #CAL = 30 # New California Republic
                    #CHC = 30 # Shi Empire
                    #ITA = 30 # Brotherhood of Steel
                    #MEX = 30 # NROM
                    #HON = 15 # Mexican Raiders
                    BRA = 15 # Reservation
                    IRQ = 15 # Vipers
                }
    
    
        AST/Under-Nation:
            - The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
                - AST_2245.ai, AST_2247.ai, AST_2249.ai, AST_2251.ai, AST_2253.ai, AST_2255.ai:
                    switch = yes # [yes/no]
            - Added maximum upgrading and reinforcement sliders.
            - Fixed some formatting a bit.
            - Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Will build forts in more borders now. Will build forts quite a bit, because of rat mentality (like to hide in safe spaces and the underground).
            - Will now place special priority in defending borders against certain countries.
           
    
            AST_2245.ai:
                max_front_ratios = {
                    GER = 2.0 # Vault City
                    MOR = 1.5 # New Canaan
                    MTN = 2.0 # Calgary Confederacy
                    NOR = 2.0 # Huns
                    POR = 1.5 # Gecko
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno
                    IRQ = 40 # Vipers
                    ALB = 30 # Caesar's Legion
                    SOV = 10 # Mutant Army
                    }
                land_fort = yes
                max_land_level = 3
                fort_borders = { GER MOR MTN NOR POL POR }
                fort_provs = { 705 }
    
                country_priorities = {
                    GER = 20 # Vault City
                    MTN = 20 # Calgary Confederacy
                    NOR = 20 # Huns
                    MOR = 15 # New Canaan
                    POR = 15 # Gecko       
                }
    
            AST_2247.ai:
                max_front_ratios = {
                    GER = 2.0 # Vault City
                    MOR = 1.5 # New Canaan
                    MTN = 2.0 # Calgary Confederacy
                    NOR = 2.0 # Huns
                    POR = 1.5 # Gecko
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno
                    IRQ = 40 # Vipers
                    ALB = 30 # Caesar's Legion
                    SOV = 10 # Mutant Army
                    }
                land_fort = yes
                max_land_level = 6
                fort_borders = { GER MOR MTN NOR POL POR SCH }
                fort_provs = { 705 }
    
                country_priorities = {
                    GER = 20 # Vault City
                    MTN = 20 # Calgary Confederacy
                    NOR = 20 # Huns
                    MOR = 15 # New Canaan
                    POR = 15 # Gecko       
                }
    
            AST_2249.ai:
                max_front_ratios = {
                    GER = 2.0 # Vault City
                    MOR = 1.5 # New Canaan
                    MTN = 2.0 # Calgary Confederacy
                    NOR = 2.0 # Huns
                    POR = 1.5 # Gecko
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
    
                land_fort = yes
                max_land_level = 9
                fort_borders = { AFG GER HOL MOR MTN NOR POL POR SCH }
                fort_provs = { 705 } 
    
                country_priorities = {
                    GER = 20 # Vault City
                    MTN = 20 # Calgary Confederacy
                    NOR = 20 # Huns
                    MOR = 15 # New Canaan
                    POR = 15 # Gecko       
                }
    
            AST_2251.ai:
                max_front_ratios = {
                    GER = 2.0 # Vault City
                    MOR = 1.5 # New Canaan
                    MTN = 2.0 # Calgary Confederacy
                    NOR = 2.0 # Huns
                    POR = 1.5 # Gecko
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno
                    IRQ = 40 # Vipers
                    ALB = 30 # Caesar's Legion
                    SOV = 10 # Mutant Army
                    ANG = 5  # Junkers
                    }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG BEN BHU GER HOL MOR MTN NOR POL POR SCH }
                fort_provs = { 705 } 
    
                country_priorities = {
                    GER = 20 # Vault City
                    MTN = 20 # Calgary Confederacy
                    NOR = 20 # Huns
                    MOR = 15 # New Canaan
                    POR = 15 # Gecko       
                }
    
               
            AST_2253.ai:
                max_front_ratios = {
                    GER = 2.0 # Vault City
                    MOR = 1.5 # New Canaan
                    MTN = 2.0 # Calgary Confederacy
                    NOR = 2.0 # Huns
                    POR = 1.5 # Gecko
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno
                    IRQ = 40 # Vipers
                    ALB = 30 # Caesar's Legion
                    SOV = 10 # Mutant Army
                    ANG = 5  # Junkers
                    }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ARM BEN BHU BLR CAL CAM GER HOL ITA MOR MTN NOR POL POR ROM SCH SPA TEX }
                fort_provs = { 705 } 
                    
                country_priorities = {
                    GER = 20 # Vault City
                    MTN = 20 # Calgary Confederacy
                    NOR = 20 # Huns
                    MOR = 15 # New Canaan
                    POR = 15 # Gecko       
                }
    
    
            AST_2255.ai:
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    ENG = 3.0 # The Enclave
                    GER = 2.0 # Vault City
                    MOR = 1.5 # New Canaan
                    MTN = 2.0 # Calgary Confederacy
                    NOR = 2.0 # Huns
                    POR = 1.5 # Gecko
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                }
                upgrading = 0.1 #
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno
                    IRQ = 40 # Vipers
                    ALB = 30 # Caesar's Legion
                    SOV = 10 # Mutant Army
                    ANG = 5  # Junkers
                    }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ARM BEN BHU BLR CAL CAM CZE ENG GER HOL ITA MOR MTN NOR POL POR PRK QUE ROM SCH SPA TEX USA }
                fort_provs = { 705 } 
    
                country_priorities = {
                    GER = 20 # Vault City
                    MTN = 20 # Calgary Confederacy
                    NOR = 20 # Huns
                    MOR = 15 # New Canaan
                    POR = 15 # Gecko       
                }
    
    
    
        AZB/Dark Cathedral:
            - The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
            - combat rating against New Church and Kansas Free State decreased by ~/4. This is because in the E3 map, they farther away from the Dark Cathedral now.
            - Other nation-targets had similar decreases at smaller proportions, through they will be compensated by increasing Dark Cathedral aggression as the game progresses.
            - Will make friends with New Reno and Den now, due to being criminal and slaver nations.
            - Will now acquire extra targets later on.
            - Will only start building forts and AA in 2249 and beyond - I assume that if Dark Cathedral lasts this far, the Civil War is done or almost finished. Will make more forts, generally.
            - Will build AAs when at peace.
            - Will use offensive supply now.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
           
                AZB_2245.ai:
                    switch = yes # [yes/no]
                    max_front_ratios = {
                        USA = 3.0 # The States
                    }
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 200
                    use_offensive_supply = yes
                    combat = {
                        USA = 90 # FUSA
                        CAN = 25 # RCC
                        CSA = 25 # Manitou Tribes
                        ARA = 15 # Warriors of Ice
                        BEN = 15 # Beastlords               
                        SOV = 15 # Mutant Army
                        SPA = 15 # East BOS
                        AFG = 10 # Kansas Free State
                        CZE = 10 # Spiders
                        TEX = 10 # New Church
                        IRQ = 5 # The Vipers
                        }
                    # Borders with specific countries
                    country_priorities = {
                        USA = 50 # The States
                        #ALB = 20
                        CAN = 20 # Royal Canadian Commonwealth
                        AUS = 15 # Zombie Apocalypse
                        ENG = 10 # Enclave
                        }
    
                AZB_2247.ai:
                    switch = yes # [yes/no]
                    use_offensive_supply = yes
                    neutrality = 55.000
                    war = 40
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 400
                    combat = {
                        USA = 95 # FUSA
                        CAN = 30 # RCC
                        CSA = 30 # Manitou Tribes
                        ARA = 20 # Warriors of Ice
                        BEN = 20 # Beastlords               
                        SOV = 20 # Mutant Army
                        SPA = 20 # East BOS
                        AFG = 15 # Kansas Free State
                        CZE = 15 # Spiders
                        TEX = 15 # New Church
                        IRQ = 10 # The Vipers
                        U53 = 5  # Nuka Cola Corporation
                        CAM = 5  # Reavers
                        QUE = 5  # Quebec
                        }
                    befriend = {
                        ALB = 10 # Caesar's Legion
                        ANG = 10 # Junkers   
                        NOR = 10 # The Huns
                        FRA = 10 # New Reno
                        DEN = 10 # Den
                        }
    
                AZB_2249.ai:
                    switch = yes # [yes/no]
                    max_front_ratios = {
                        CAN = 2.0 # Royal Canadian Commonwealth
                        USA = 3.0 # The States
                    }
                    neutrality = 50.000
                    war = 45
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 600
                    combat = {
                        USA = 100 # FUSA
                        CAN = 35  # RCC
                        CSA = 35  # Manitou Tribes
                        ARA = 25  # Warriors of Ice
                        BEN = 25  # Beastlords               
                        SOV = 25  # Mutant Army
                        SPA = 25  # East BOS
                        AFG = 20  # Kansas Free State
                        CZE = 20  # Spiders
                        TEX = 20  # New Church
                        IRQ = 15  # The Vipers
                        CAM = 10  # Reavers
                        QUE = 10  # Quebec
                        U53 = 10  # Nuka Cola Corporation
                        ARG = 5   # Harlequins
                        AUS = 5   # Rad-Zombie Apocalypse
                        JAP = 5   # Robot Nation
                        MTN = 5   # Calgary Confederacy
                        }
    
                    befriend = {
                        ALB = 10 # Caesar's Legion
                        ANG = 10 # Junkers   
                        NOR = 10 # The Huns
                        FRA = 10 # New Reno
                        DEN = 10 # Den
                        }
    
                    AA_batteries = yes
    
                    land_fort = yes
                    max_land_level = 2
                    fort_borders = { AFG ARA ARG AUS BEN CAM CAN CZE CSA IRQ JAP MTN QUE SOV SPA TEX U53 USA }
    
                    # Borders with specific countries
                    country_priorities = {
                        USA = 50 # The States
                        #ALB = 20
                        CAN = 20 # Royal Canadian Commonwealth
                        AUS = 15 # Zombie Apocalypse
                        ENG = 10 # Enclave
                        }
    
    
                AZB_2251.ai:
                    switch = yes # [yes/no]
                    max_front_ratios = {
                        CAN = 2.0 # Royal Canadian Commonwealth
                        SOV = 2.0 # Mutant Army
                        SPA = 2.0 # Midwestern BOS
                        USA = 3.0 # The States
                    }
                    neutrality = 45.000
                    war = 50
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 800
                    combat = {
                        USA = 110 # FUSA
                        CAN = 40  # RCC
                        CSA = 40  # Manitou Tribes
                        ARA = 30  # Warriors of Ice
                        BEN = 30  # Beastlords               
                        SOV = 30  # Mutant Army
                        SPA = 30  # East BOS
                        AFG = 25  # Kansas Free State
                        CZE = 25  # Spiders
                        TEX = 25  # New Church
                        IRQ = 20  # The Vipers
                        CAM = 15  # Reavers
                        QUE = 15  # Quebec
                        U53 = 15  # Nuka Cola Corporation
                        ARG = 10  # Harlequins
                        AUS = 10  # Rad-Zombie Apocalypse
                        JAP = 10  # Robot Nation
                        MTN = 10  # Calgary Confederacy
                        AST = 5   # Under-Nation
                        BEL = 5   # God-Machine
                        BLR = 5   # Texas Reformed
                        JOR = 5   # Vault 10
                        }
    
                    befriend = {
                        ALB = 10 # Caesar's Legion
                        ANG = 10 # Junkers   
                        NOR = 10 # The Huns
                        FRA = 10 # New Reno
                        DEN = 10 # Den
                        }
    
                    AA_batteries = yes
                    max_AA_level = 6
    
                    air_base = yes
                    max_air_base = 6
                    air_base_provs = {
                        600 # Boston
                        602 # New York
                        606 # Washington D.C.
                        }
    
                    land_fort = yes
                    max_land_level = 4
                    fort_borders = { AFG ARA ARG AST AUS BEL BEN BLR CAM CAN CZE CSA IRQ JAP JOR MTN QUE SOV SPA TEX U53 USA }
    
                        #### Divisions etc...
                        armor                 = 0
                        bergsjaeger         = 0
                        cavalry             = 0
                        garrison            = 5
                        hq                     = 5
                        infantry             = 30
                        light_armor         = 10
                        marine                 = 0
                        militia             = 5
                        mechanized             = 0
                        motorized             = 15
                        paratrooper         = 5
                    #                80 %
    
                    # Borders with specific countries
                    country_priorities = {
                        USA = 50 # The States
                        #ALB = 20
                        CAN = 20 # Royal Canadian Commonwealth
                        AUS = 15 # Zombie Apocalypse
                        ENG = 10 # Enclave
                        }
    
                AZB_2253.ai:
                    switch = yes # [yes/no]
                    max_front_ratios = {
                        CAN = 2.0 # Royal Canadian Commonwealth
                        SOV = 2.0 # Mutant Army
                        SPA = 2.0 # Midwestern BOS
                        USA = 3.0 # The States
                    }
                    neutrality = 40.000
                    war = 55
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 1000
                    combat = {
                        USA = 115 # FUSA
                        CAN = 45  # RCC
                        CSA = 45  # Manitou Tribes
                        ARA = 35  # Warriors of Ice
                        BEN = 35  # Beastlords               
                        SOV = 35  # Mutant Army
                        SPA = 35  # East BOS
                        AFG = 30  # Kansas Free State
                        CZE = 30  # Spiders
                        TEX = 30  # New Church
                        IRQ = 25  # The Vipers
                        CAM = 20  # Reavers
                        QUE = 20  # Quebec
                        U53 = 20  # Nuka Cola Corporation
                        ARG = 15  # Harlequins
                        AUS = 15  # Rad-Zombie Apocalypse
                        JAP = 15  # Robot Nation
                        MTN = 15  # Calgary Confederacy
                        AST = 10  # Under-Nation
                        BEL = 10  # God-Machine
                        BLR = 10  # Texas Reformed
                        JOR = 10  # Vault 10
                        BHU = 5   # White-Legs Tribe
                        HON = 5   # Mexican Raiders
                        MAD = 5   # Mayan Empire
                        MEX = 5   # New Republic of Mexico (NROM)
                        MOR = 5   # New Canaan
                        POL = 5   # Broken Hills
                        }
    
                    befriend = {
                        ALB = 10 # Caesar's Legion
                        ANG = 10 # Junkers   
                        NOR = 10 # The Huns
                        FRA = 10 # New Reno
                        DEN = 10 # Den
                        }
    
                    AA_batteries = yes
                    max_AA_level = 8
                    AA_provs = {
                        600 # Boston
                        602 # New York
                        604 # Atlantic City
                        606 # Washington D.C.
                        607 # Baltimore
                        608 # Philadelphia
                        6473 # Charleston
                        630 # Clarksburg
                        632 # Norfolk
                        6399 # Marion
                        }
    
                    air_base = yes
                    max_air_base = 8
                    air_base_provs = {
                        600 # Boston
                        602 # New York
                        606 # Washington D.C.
                        }
    
                    land_fort = yes
                    max_land_level = 6
                    fort_borders = { AFG ARA ARG AST AUS BEL BEN BHU BLR CAM CAN CZE CSA HON IRQ JAP JOR MAD MEX MOR MTN POL QUE SOV SPA TEX U53 USA }
    
                        #### Divisions etc...
                        armor                 = 0
                        bergsjaeger         = 0
                        cavalry             = 0
                        garrison            = 5
                        hq                     = 5
                        infantry             = 30
                        light_armor         = 10
                        marine                 = 0
                        militia             = 5
                        mechanized             = 0
                        motorized             = 15
                        paratrooper         = 5
                    #                80 %
    
                    # Borders with specific countries
                    country_priorities = {
                        USA = 50 # The States
                        #ALB = 20
                        CAN = 20 # Royal Canadian Commonwealth
                        AUS = 15 # Zombie Apocalypse
                        ENG = 10 # Enclave
                        }
    
                AZB_2255.ai:
                    switch = yes # [yes/no]
                    max_front_ratios = {
                        CAL = 3.0 # New California Republic
                        CAN = 2.0 # Royal Canadian Commonwealth
                        ENG = 3.0 # Enclave
                        PRK = 3.0 # Polar Station Zeta
                        SOV = 2.0 # Mutant Army
                        SPA = 2.0 # Midwestern BOS
                        USA = 3.0 # The States
                    }
                    neutrality = 35.000
                    war = 60
                    max_redeploying = 0.25
                    use_offensive_supply = yes
                    max_fuel_offensive = 1200
    
                    combat = {
                        USA = 120 # FUSA
                        CAN = 50  # RCC
                        CSA = 50  # Manitou Tribes
                        ARA = 40  # Warriors of Ice
                        BEN = 40  # Beastlords               
                        SOV = 40  # Mutant Army
                        SPA = 40  # East BOS
                        AFG = 35  # Kansas Free State
                        CZE = 35  # Spiders
                        TEX = 35  # New Church
                        IRQ = 30  # The Vipers
                        CAM = 25  # Reavers
                        QUE = 25  # Quebec
                        U53 = 25  # Nuka Cola Corporation
                        ARG = 20  # Harlequins
                        AUS = 20  # Rad-Zombie Apocalypse
                        JAP = 20  # Robot Nation
                        MTN = 20  # Calgary Confederacy
                        AST = 15  # Under-Nation
                        BEL = 15  # God-Machine
                        BLR = 15  # Texas Reformed
                        JOR = 15  # Vault 10
                        BHU = 10  # White-Legs Tribe
                        HON = 10  # Mexican Raiders
                        MAD = 10  # Mayan Empire
                        MEX = 10  # New Republic of Mexico (NROM)
                        MOR = 10  # New Canaan
                        POL = 10  # Broken Hills
                        CAL = 5   # New California Republic (NCR)
                        CHC = 5   # Shi Empire
                        ENG = 5   # Enclave
                        GER = 5   # Vault City
                        HOL = 5   # New Arroyo
                        ITA = 5   # Brotherhood of Steel
                        POR = 5   # Gecko
                        ROM = 5   # Redding
                        SCH = 5   # Pioneer Alliance
                        PRK = 5   # Polar Station Zeta
                        SWE = 5   # The Hub
                        TUR = 5   # Necropolis
                        }
    
                    befriend = {
                        ALB = 10 # Caesar's Legion
                        ANG = 10 # Junkers   
                        NOR = 10 # The Huns
                        FRA = 10 # New Reno
                        DEN = 10 # Den
                        }
    
                    AA_batteries = yes
                        max_AA_level = 10
                        AA_provs = {
                            600 # Boston
                            602 # New York
                            604 # Atlantic City
                            606 # Washington D.C.
                            607 # Baltimore
                            608 # Philadelphia
                            6473 # Charleston
                            630 # Clarksburg
                            632 # Norfolk
                            6399 # Marion
                            }
    
                    land_fort = yes
                    max_land_level = 10
                    fort_borders = { AFG ARA ARG AST AUS BEL BEN BHU BLR CAL CAM CAN CHC CZE CSA ENG GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN POL POR PRK QUE ROM SCH SOV SPA SWE TEX TUR U53 USA }
    
                        #### Divisions etc...
                        armor                 = 0
                        bergsjaeger         = 0
                        cavalry             = 0
                        garrison            = 5
                        hq                     = 5
                        infantry             = 30
                        light_armor         = 10
                        marine                 = 0
                        militia             = 5
                        mechanized             = 0
                        motorized             = 15
                        paratrooper         = 5
                    #                80 %
    
                    # Borders with specific countries
                    country_priorities = {
                        USA = 50 # The States
                        #ALB = 20
                        CAN = 20 # Royal Canadian Commonwealth
                        AUS = 15 # Zombie Apocalypse
                        ENG = 10 # Enclave
                        }
    
    
        BEL/God-Machine:
            - Gets more aggressive as time passes.
            - Will now use offensive supply
            - Will now attack the Calgary Confederacy
            - Builds land forts properly and in the borders of their enemies
            - Will build less garrisons after 2247, building more Heavy Robots and Walking Robots in their place.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Maximum front ratios set. Will place extra emphasis in late game against one (two) alliance majors.
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
    
            BEL_2245.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    AST = 2.0 # Under-Nation
                    NOR = 2.0 # Huns
                    SOV = 2.0 # Mutant Army
                    MTN = 1.5 # Calgary Confederacy
                    ARA = 1.5 # Warriors of Ice
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    NOR = 50 # Huns
                    AST = 30 # Under-Nation
                    MTN = 10 # Calgary Confederacy
                    SOV = 10 # Mutant Army
                    ARA = 5  # Warriors of Ice LOW PRIORITY
                    }
                land_fort = yes
                max_land_level = 3
                fort_borders = { ARA AST MTN NOR SOV } 
                fort_provs = { 799 }
    
                # Borders with specific countries
                country_priorities = {
                    NOR = 20 # Huns
                    SOV = 20 # Mutant Army
                    AST = 15 # Under-Nation
                    MTN = 15 # Mutant Army
                    ARA = 10 # Warriors of Ice
                }
           
            BEL_2247.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    AST = 2.0 # Under-Nation
                    NOR = 2.0 # Huns
                    SOV = 2.0 # Mutant Army
                    MTN = 1.5 # Calgary Confederacy
                    ARA = 1.5 # Warriors of Ice
                }
                war = 80
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    NOR = 55 # Huns
                    AST = 35 # Under-Nation
                    MTN = 15 # Calgary Confederacy
                    SOV = 15 # Mutant Army
                    ARA = 10 # Warriors of Ice. LOW PRIORITY
                    }
                land_fort = yes
                max_land_level = 5
                fort_borders = { ARA AST MTN NOR SOV } 
                fort_provs = { 799 }
                garrison            = 15 (was 20)
                light_armor         = 5 (was 0)   
                # Borders with specific countries
                country_priorities = {
                    NOR = 20 # Huns
                    SOV = 20 # Mutant Army
                    AST = 15 # Under-Nation
                    MTN = 15 # Mutant Army
                    ARA = 10 # Warriors of Ice
                }
    
            BEL_2249.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    AST = 2.0 # Under-Nation
                    NOR = 2.0 # Huns
                    SOV = 2.0 # Mutant Army
                    MTN = 1.5 # Calgary Confederacy
                    ARA = 1.5 # Warriors of Ice
                }
                war = 90
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    NOR = 60 # Huns
                    AST = 40 # Under-Nation
                    MTN = 20 # Calgary Confederacy
                    SOV = 20 # Mutant Army
                    ARA = 15 # Warriors of Ice. LOW PRIORITY
                    }
                land_fort = yes
                max_land_level = 7
                fort_borders = { ARA AST MTN NOR SOV }
                fort_provs = { 799 }   
                garrison            = 15 (was 20)
                light_armor         = 5 (was 0)   
                # Borders with specific countries
                country_priorities = {
                    NOR = 20 # Huns
                    SOV = 20 # Mutant Army
                    AST = 15 # Under-Nation
                    MTN = 15 # Mutant Army
                    AST = 10 # Warriors of Ice
                }
    
            BEL_2251.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    AST = 2.0 # Under-Nation
                    NOR = 2.0 # Huns
                    SOV = 2.0 # Mutant Army
                    MTN = 1.5 # Calgary Confederacy
                    ARA = 1.5 # Warriors of Ice
                }
                war = 100
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    NOR = 65 # Huns
                    AST = 45 # Under-Nation
                    MTN = 25 # Calgary Confederacy
                    SOV = 25 # Mutant Army
                    ARA = 20 # Warriors of Ice
                    CAN = 5  # Royal Canadian Commonwealth
                    SPA = 5  # Midwestern BOS
                    }
                land_fort = yes
                max_land_level = 9
                fort_borders = { ARA AST CAN MTN NOR SOV SPA } 
                fort_provs = { 799 }
                light_armor         = 5 (was 0)   
                armor                 = 10 (was 5)
                garrison            = 10
                # Borders with specific countries
                country_priorities = {
                    NOR = 20 # Huns
                    SOV = 20 # Mutant Army
                    CAN = 20 # Royal Canadian Commonwealth
                    AST = 15 # Under-Nation
                    MTN = 15 # Mutant Army
                    SPA = 15 # Midwestern BOS
                    ARA = 10 # Warriors of Ice
                }
    
            BEL_2253.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    AST = 2.0 # Under-Nation
                    CAN = 2.0 # Royal Canadian Commonwealth
                    NOR = 2.0 # Huns
                    SOV = 2.0 # Mutant Army
                    ARA = 1.5 # Warriors of Ice
                    MTN = 1.5 # Calgary Confederacy
                    SPA = 1.5 # Midwestern BOS
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 110
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    NOR = 70 # Huns
                    AST = 50 # Under-Nation
                    MTN = 30 # Calgary Confederacy
                    SOV = 30 # Mutant Army
                    ARA = 25 # Warriors of Ice
                    CAN = 10 # Royal Canadian Commonwealth
                    SPA = 10 # Midwestern BOS
                    }
                land_fort = yes
                max_land_level = 10
                fort_borders = { ARA AST CAN MTN NOR SOV SPA }
                fort_provs = { 799 }
                light_armor         = 10 (was 5)
                armor                 = 10
                garrison            = 5
                # Borders with specific countries
                country_priorities = {
                    CAN = 20 # Royal Canadian Commonwealth
                    NOR = 20 # Huns
                    SOV = 20 # Mutant Army
                    AST = 15 # Under-Nation
                    MTN = 15 # Mutant Army
                    SPA = 15 # Midwestern BOS
                    ARA = 10 # Warriors of Ice
                }
    
    
            BEL_2255.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    PRK = 3.0 # Polar Station Zeta
                    AST = 2.0 # Under-Nation
                    CAN = 2.0 # Royal Canadian Commonwealth
                    NOR = 2.0 # Huns
                    SOV = 2.0 # Mutant Army
                    ARA = 1.5 # Warriors of Ice
                    MTN = 1.5 # Calgary Confederacy
                    SPA = 1.5 # Midwestern BOS
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 120
                max_redeploying = 0.35
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    NOR = 75 # Huns
                    AST = 55 # Under-Nation
                    MTN = 35 # Calgary Confederacy
                    SOV = 35 # Mutant Army
                    ARA = 30 # Warriors of Ice
                    CAN = 15 # Royal Canadian Commonwealth
                    SPA = 15 # Midwestern BOS
                    CAL = 5  # New California Republic
                    PRK = 5  # Polar Station Zeta
                    }
                light_armor         = 10 (was 5)
                armor                 = 10
                garrison            = 5
                land_fort = yes
                max_land_level = 10
                fort_borders = { ARA AST CAL CAN MTN NOR PRK SOV SPA }
                fort_provs = { 799 }
                # Borders with specific countries
                country_priorities = {
                    CAL = 20 # New California Republic
                    CAN = 20 # Royal Canadian Commonwealth
                    NOR = 20 # Huns
                    PRK = 20 # Polar Station Zeta
                    SOV = 20 # Mutant Army
                    AST = 15 # Under-Nation
                    MTN = 15 # Mutant Army
                    SPA = 15 # Midwestern BOS
                    ARA = 10 # Warriors of Ice
                }
    
    
        BEN/Beastlords:
            - Will now use offensive supply.
            - Actually will start less aggressive towards their enemy nations (numbers were halved), but will ramp up in later years
            - Will only be aggressive against the Western Brotherhood in the late game.
            - Will now build up the airbase in their capital in the late game.
            - Will now build forts properly in their capital province and borders with their enemies (this was bugged).
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Maximum front ratios set. Will place extra emphasis in late game against one (two) alliance majors.
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
    
            BEN_2245.ai:
                switch = yes # [yes/no]   
                max_front_ratios = {
                    SPA = 2.0 # Midwestern BOS
                    TEX = 1.5 # New Church
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    AUS = 20 # Zombie Apocalypse
                    SPA = 20 # Midwestern BOS
                    CZE = 15 # Spiders
                    AST = 10 # Under-Nation
                    AZB = 10 # Dark Cathedral   
                    TEX = 10 # New Church   
                    AFG = 5 # Kansas Free State
                    JAP = 5 # Robot Nation
                    U53 = 5 # Nuka Cola Corporation
                    }
                Was:
                    combat = {
                        AUS = 40 # Zombie Apocalypse
                        SPA = 40 # East BOS
                        CZE = 30 # Spiders
                        AST = 20 # Under-Nation
                        AZB = 20 # Dark Cathedral   
                        TEX = 20 # New Church   
                        AFG = 10 # Kansas Free State
                        JAP = 10 # Robot Nation
                        U53 = 10 # Nuka Cola Corporation
                        ITA = 5 # West BOS
                        }
                land_fort = yes
                max_land_level = 2
                fort_borders = { SPA }
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 10
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 45
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 5
                    militia             = 0
                #                90 %
    
                # Borders with specific countries
                country_priorities = {
                    SPA = 20 # Midwestern BOS
                }
    
            BEN_2247.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    AZB = 2.0 # Dark Cathedral
                    SPA = 2.0 # Midwestern BOS
                    TEX = 1.5 # New Church
                }
                war = 15
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    AUS = 25 # Zombie Apocalypse
                    SPA = 25 # Midwestern BOS
                    CZE = 20 # Spiders
                    AST = 15 # Under-Nation
                    AZB = 15 # Dark Cathedral   
                    TEX = 15 # New Church   
                    AFG = 10 # Kansas Free State
                    JAP = 10 # Robot Nation
                    U53 = 10 # Nuka Cola Corporation
                    }
                land_fort = yes
                max_land_level = 2
                fort_borders = { AUS CZE SPA }
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 10
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 45
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 5
                    militia             = 0
                #                90 %
    
                # Borders with specific countries
                country_priorities = {
                    AZB = 20 # Dark Cathedral
                    SPA = 20 # Midwestern BOS
                    TEX = 15 # New Church
                }
    
    
            BEN_2249.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    AZB = 2.0 # Dark Cathedral
                    SPA = 2.0 # Midwestern BOS
                    TEX = 1.5 # New Church
                }
                neutrality = 35.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 20
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    AUS = 30 # Zombie Apocalypse
                    SPA = 30 # Midwestern BOS
                    CZE = 25 # Spiders
                    AST = 20 # Under-Nation
                    AZB = 20 # Dark Cathedral   
                    TEX = 20 # New Church   
                    AFG = 15 # Kansas Free State
                    JAP = 15 # Robot Nation
                    U53 = 15 # Nuka Cola Corporation
                    }
    
                land_fort = yes
                max_land_level = 3
                fort_borders = { AFG AST AUS AZB CZE JAP SPA U53 TEX }
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 10
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_ armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 45
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 5
                    militia             = 0
                #                90 %
    
                # Borders with specific countries
                country_priorities = {
                    AZB = 20 # Dark Cathedral
                    CZE = 20 # Spiders
                    SPA = 20 # Midwestern BOS
                    TEX = 15 # New Church
                }
    
    
            BEN_2251.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    USA = 3.0 # The States
                    AZB = 2.0 # Dark Cathedral
                    SPA = 2.0 # Midwestern BOS
                    AFG = 1.5 # Kansas Free State
                    CZE = 1.5 # Spiders
                    TEX = 1.5 # New Church   
                }
                neutrality = 30.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 25
                strat_redeploy_threshold = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    AUS = 35 # Zombie Apocalypse
                    SPA = 35 # Midwest BOS
                    CZE = 30 # Spiders
                    AST = 25 # Under-Nation
                    AZB = 25 # Dark Cathedral   
                    TEX = 25 # New Church   
                    AFG = 20 # Kansas Free State
                    JAP = 20 # Robot Nation
                    U53 = 20 # Nuka Cola Corporation
                    ITA = 5  # Brotherhood of Steel
                    }
                air_base = yes
                max_air_base = 3
                air_base_provs = { 6366 }
                land_fort = yes
                max_land_level = 5
                fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX }
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 10
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 45
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 5
                    militia             = 0
                #                90 %
    
                # Borders with specific countries
                country_priorities = {
                    USA = 30 # The States
                    AZB = 20 # Dark Cathedral
                    CZE = 20 # Spiders
                    SPA = 20 # Midwestern BOS
                    AFG = 15 # Kansas Free State
                    TEX = 15 # New Church
                }
    
            BEN_2253.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    USA = 3.0 # The States
                    AZB = 2.0 # Dark Cathedral
                    SPA = 2.0 # Midwestern BOS
                    AFG = 1.5 # Kansas Free State
                    CZE = 1.5 # Spiders
                    TEX = 1.5 # New Church   
                }
                neutrality = 25.000
                war = 30
                strat_redeploy_threshold = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    AUS = 40 # Zombie Apocalypse
                    SPA = 40 # Midwest BOS
                    CZE = 35 # Spiders
                    AST = 30 # Under-Nation
                    AZB = 30 # Dark Cathedral   
                    TEX = 30 # New Church   
                    AFG = 25 # Kansas Free State
                    JAP = 25 # Robot Nation
                    U53 = 25 # Nuka Cola Corporation
                    ITA = 10 # Brotherhood of Steel
                    }
                air_base = yes
                max_air_base = 4
                air_base_provs = { 6366 }
                land_fort = yes
                max_land_level = 7
                fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX }
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 10
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 45
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 5
                    militia             = 0
                #                90 %
    
                # Borders with specific countries
                country_priorities = {
                    USA = 30 # The States
                    AZB = 20 # Dark Cathedral
                    CZE = 20 # Spiders
                    SPA = 20 # Midwestern BOS
                    AFG = 15 # Kansas Free State
                    TEX = 15 # New Church
                }
    
            BEN_2255.ai:
                switch = yes # [yes/no]
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    AZB = 2.0 # Dark Cathedral
                    SPA = 2.0 # Midwestern BOS
                    AFG = 1.5 # Kansas Free State
                    CZE = 1.5 # Spiders
                    TEX = 1.5 # New Church   
                }
                neutrality = 20.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 35
                strat_redeploy_threshold = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    AUS = 45 # Zombie Apocalypse
                    SPA = 45 # Midwest BOS
                    CZE = 40 # Spiders
                    AST = 35 # Under-Nation
                    AZB = 35 # Dark Cathedral   
                    TEX = 35 # New Church   
                    AFG = 30 # Kansas Free State
                    JAP = 30 # Robot Nation
                    U53 = 30 # Nuka Cola Corporation
                    ITA = 15  # Brotherhood of Steel
                    }
                air_base = yes
                max_air_base = 10
                air_base_provs = { 6366 }
                land_fort = yes
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX }
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 10
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 45
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 5
                    militia             = 0
                #                90 %
    
    
        BHU/White-Legs Tribe:
            - Will now use offensive supply.
            - Actually will start less aggressive towards their enemy nations, but will gradually ramp up in later years
            - Will become aggressive against more countries, later on.
            - Will now build forts properly in their capital province and borders with their enemies (this was bugged). White Legs will build weak forts, however, due to their nomadic nature.
            - Added maximum upgrading and reinforcement sliders.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
            - Will now place special priority in defending borders against certain countries.
    
            BHU_2245.ai
                max_front_ratios = {
                    MON = 2.0 # New Canaan
                    BRA = 1.5 # Reservation
                }
                neutrality = 10.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 30 # Was 10, White Legs should be aggressive.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    MON = 25 # New Canaan
                    BRA = 15 # Reservation
                    SCH = 15 # Pioneer Alliance
                    CAL = 10 # NCR
                    HOL = 10 # New Arroyo
                    JAP = 5 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
                    POL = 5 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
                    }
                land_fort = yes
                max_land_level = 1
                fort_borders = { MON }
                fort_provs = { }
                # Borders with specific countries
                country_priorities = {
                    MOR = 20
                    BRA = 15
                    SCH = 15
                }
    
            BHU_2247.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    MON = 2.0 # New Canaan
                    BRA = 1.5 # Reservation
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 35
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    MON = 30 # New Canaan
                    BRA = 20 # Reservation
                    SCH = 20 # Pioneer Alliance
                    CAL = 15 # NCR
                    HOL = 15 # New Arroyo
                    JAP = 10 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
                    POL = 10 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
                    }
                land_fort = yes
                max_land_level = 1
                fort_borders = { CAL MOR }
                # Borders with specific countries
                    country_priorities = {
                        CAL = 30 # New California Republic
                        MOR = 20 # New Canaan
                        BRA = 15 # Reservation
                        SCH = 15 # Pioneer Alliance
                    }
    
            BHU_2249.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    MON = 2.0 # New Canaan
                    POL = 2.0 # Broken Hills
                    BRA = 1.5 # Reservation
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 40
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    MON = 35 # New Canaan
                    BRA = 25 # Reservation
                    SCH = 25 # Pioneer Alliance
                    CAL = 20 # NCR
                    HOL = 20 # New Arroyo
                    JAP = 15 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
                    POL = 15 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
                    AST = 5  # Under-Nation
                    GER = 5  # Vault City
                    }
                land_fort = yes
                max_land_level = 1
                fort_borders = { BRA CAL MOR POL }
                fort_provs = { }
                # Borders with specific countries
                country_priorities = {
                    CAL = 30 # New California Republic
                    MOR = 20 # New Canaan
                    POL = 20 # Broken Hills
                    BRA = 15 # Reservation
                    SCH = 15 # Pioneer Alliance
                }
    
            BHU_2251.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    MON = 2.0 # New Canaan
                    POL = 2.0 # Broken Hills
                    BRA = 1.5 # Reservation
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 45
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    MON = 40 # New Canaan
                    BRA = 30 # Reservation
                    SCH = 30 # Pioneer Alliance
                    CAL = 25 # NCR
                    HOL = 25 # New Arroyo
                    JAP = 20 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
                    POL = 20 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
                    AST = 10 # Under-Nation
                    GER = 10 # Vault City
                    IRQ = 5  # The Vipers
                    JOR = 5  # Vault 10
                    }
                protect = {
                    DEN = 10 # Den
                    FRA = 30 # New Reno
                    HON = 20 # Mexican Raiders
                    NOR = 30 # The Huns
                    ANG = 20 # Junkers
                    } - will no longer Protect Vipers
    
                land_fort = yes
                max_land_level = 1
                fort_borders = { BRA CAL GER MOR POL SCH }
                fort_provs = { }
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 30 # New California Republic
                    MOR = 20 # New Canaan
                    POL = 20 # Broken Hills
                    BRA = 15 # Reservation
                    SCH = 15 # Pioneer Alliance
                }
    
    
    
            BHU_2253.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    JAP = 2.0 # Robot Nation
                    MON = 2.0 # New Canaan
                    POL = 2.0 # Broken Hills
                    BRA = 1.5 # Reservation
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 50
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    MON = 45 # New Canaan
                    BRA = 35 # Reservation
                    SCH = 35 # Pioneer Alliance
                    CAL = 30 # NCR
                    HOL = 30 # New Arroyo
                    JAP = 25 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
                    POL = 25 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
                    AST = 15 # Under-Nation
                    GER = 15 # Vault City
                    IRQ = 10 # The Vipers
                    JOR = 10 # Vault 10
                    AFG = 5 # Kansas Free State
                    BLR = 5  # Texas Reformed
                    ITA = 5  # Brotherhood of Steel
                    TEX = 5  # New Church
                    }
                protect = {
                    DEN = 10 # Den
                    FRA = 30 # New Reno
                    HON = 20 # Mexican Raiders
                    NOR = 30 # The Huns
                    ANG = 20 # Junkers
                    }
                land_fort = yes
                max_land_level = 1
                fort_borders = { AFG BLR BRA CAL GER HOL ITA JAP JOR MOR POL SCH TEX }
                fort_provs = { }
                # Borders with specific countries
                country_priorities = {
                    CAL = 30 # New California Republic
                    MOR = 20 # New Canaan
                    JAP = 20 # Robot Nation
                    POL = 20 # Broken Hills
                    BRA = 15 # Reservation
                    SCH = 15 # Pioneer Alliance
                }
    
    
    
            BHU_2255.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    JAP = 2.0 # Robot Nation
                    MON = 2.0 # New Canaan
                    POL = 2.0 # Broken Hills
                    BRA = 1.5 # Reservation
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 55
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    MON = 50 # New Canaan
                    BRA = 40 # Reservation
                    SCH = 40 # Pioneer Alliance
                    CAL = 35 # NCR
                    HOL = 35 # New Arroyo
                    JAP = 30 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
                    POL = 30 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
                    AST = 20 # Under-Nation
                    GER = 20 # Vault City
                    IRQ = 15 # The Vipers
                    JOR = 15 # Vault 10
                    AFG = 10 # Kansas Free State
                    BLR = 10 # Texas Reformed
                    ITA = 10 # Brotherhood of Steel
                    TEX = 10 # New Church
                    ENG = 5  # Enclave
                    CHC = 5  # Shi Empire
                    MEX = 5  # New Republic of Mexico
                    MTN = 5  # Calgary Confederacy
                    PRK = 5  # Polar-Station Zeta
                    SOV = 5  # Mutant Army
                    USA = 5  # The States
                    }
                protect = {
                    DEN = 10 # Den
                    FRA = 30 # New Reno
                    HON = 20 # Mexican Raiders
                    NOR = 30 # The Huns
                    ANG = 20 # Junkers
                    }
                land_fort = yes
                max_land_level = 1
                fort_borders = { AFG BLR BRA CAL CHC ENG GER HOL ITA JAP JOR MEX MOR MTN POL PRK SCH SOV TEX USA }
                fort_provs = { }
                # Borders with specific countries
                country_priorities = {
                    ENG = 30 # Enclave
                    CAL = 30 # New California Republic
                    PRK = 30 # Polar Station Zeta
                    USA = 30 # The States
                    MOR = 20 # New Canaan
                    JAP = 20 # Robot Nation
                    POL = 20 # Broken Hills
                    BRA = 15 # Reservation
                    SCH = 15 # Pioneer Alliance
                }
    
    
        BLR/Texas Reformed:   
            - Will now attack Beast Lords
            - combat setting includes the New Church. An odd lack, but I suspect its because the Texas Reformed vs New Church war is triggered by event. This is more of a contigency in case the war ends in an stalemate or something.
            - Will now use offensive supply.
            - Pretty much halved their starting combat numbers, but they will grown later on.
            - Will now build forts properly
            - Will halve their garrison building after the 2250s
            - Will build a few more air units after the 2250s, especially prop fighters.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Maximum front ratios set. Will place extra emphasis in late game against two (three) alliance majors.
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
    
            BLR_2245.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    TEX = 3.0 # New Church
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    TEX = 30 # New Church
                    CZE = 25 # Spiders
                    AFG = 20 # Kansas Free State
                    AUS = 20 # Zombie Apocalypse
                    ARG = 15 # Harlequins
                    ALB = 15 # Caesar's Legion
                    AST = 15 # Under-Nation
                    BEN = 15 # Beastlords
                    CSA = 15 # Manitou Tribe
                    IRQ = 15 # Vipers
                    NOR = 15 # The Huns
                    SOV = 15 # Mutant Army
                    POL = 10 # Broken Hills
                    POR = 10 # Reservation
                    TUR = 10 # Necropolis
                    HON = 10 # Mexican Raiders
                    AZB = 5 # Dark Cathedral
                    }
                land_fort = yes
                max_land_level = 1
                fort_borders = { TEX }
                fort_provs = { 715 716 }
                # Borders with specific countries
                country_priorities = {
                    U00 = 50 # Barbarians. What is this, anyway?
                    TEX = 50 # New Church
                    SOV = 25 # Mutant Army. Was 75, divided it by a third.
                    HON = 20 # Mexican Raiders. Was 40.
                    CSA = 15 # Manitou Tribes. Was 30.
                }
    
            BLR_2247.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    TEX = 3.0 # New Church
                }
                neutrality = 60.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    TEX = 35 # New Church
                    CZE = 30 # Spiders
                    AFG = 25 # Kansas Free State
                    AUS = 25 # Zombie Apocalypse
                    ARG = 20 # Harlequins
                    ALB = 20 # Caesar's Legion
                    AST = 20 # Under-Nation
                    BEN = 20 # Beastlords
                    CSA = 20 # Manitou Tribe
                    IRQ = 20 # Vipers
                    NOR = 20 # The Huns
                    SOV = 20 # Mutant Army
                    POL = 15 # Broken Hills
                    POR = 15 # Reservation
                    TUR = 15 # Necropolis
                    HON = 15 # Mexican Raiders
                    AZB = 10 # Dark Cathedral
                    }
                land_fort = yes
                max_land_level = 2
                fort_borders = { CZE TEX }
                fort_provs = { 715 716 }
    
                # Borders with specific countries
                country_priorities = {
                    U00 = 50 # Barbarians. What is this, anyway?
                    TEX = 50 # New Church
                    SOV = 25 # Mutant Army. Was 75, divided it by a third.
                    CZE = 20 # Spiders
                    HON = 20 # Mexican Raiders. Was 40.
                    CSA = 15 # Manitou Tribes. Was 30.
                }
    
            BLR_2249.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    TEX = 3.0 # New Church
                    AFG = 2.0 # Kansas Free State
                    CZE = 2.0 # Spiders
                }
                neutrality = 55.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 30
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    TEX = 40 # New Church
                    CZE = 35 # Spiders
                    AFG = 30 # Kansas Free State
                    AUS = 30 # Zombie Apocalypse
                    ARG = 25 # Harlequins
                    ALB = 25 # Caesar's Legion
                    AST = 25 # Under-Nation
                    BEN = 25 # Beastlords
                    CSA = 25 # Manitou Tribe
                    IRQ = 25 # Vipers
                    NOR = 25 # The Huns
                    SOV = 25 # Mutant Army
                    POL = 20 # Broken Hills
                    POR = 20 # Reservation
                    TUR = 20 # Necropolis
                    HON = 20 # Mexican Raiders
                    AZB = 15 # Dark Cathedral
                    }
                land_fort = yes
                max_land_level = 3
                fort_borders = { AFG AUS CZE TEX }
                fort_provs = { 715 716 }
                # Borders with specific countries
                country_priorities = {
                    U00 = 50 # Barbarians. What is this, anyway?
                    TEX = 50 # New Church
                    SOV = 25 # Mutant Army. Was 75, divided it by a third.
                    CZE = 20 # Spiders
                    HON = 20 # Mexican Raiders. Was 40.
                    AFG = 15 # Kansas Free State
                    CSA = 15 # Manitou Tribes. Was 30.
                }
    
    
            BLR_2251.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    TEX = 3.0 # New Church
                    AFG = 2.0 # Kansas Free State
                    CZE = 2.0 # Spiders
                }
                neutrality = 50.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 35
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    TEX = 45 # New Church
                    CZE = 40 # Spiders
                    AFG = 35 # Kansas Free State
                    AUS = 35 # Zombie Apocalypse
                    ARG = 30 # Harlequins
                    ALB = 30 # Caesar's Legion
                    AST = 30 # Under-Nation
                    BEN = 30 # Beastlords
                    CSA = 30 # Manitou Tribe
                    IRQ = 30 # Vipers
                    NOR = 30 # The Huns
                    SOV = 30 # Mutant Army
                    POL = 25 # Broken Hills
                    POR = 25 # Reservation
                    TUR = 25 # Necropolis
                    HON = 25 # Mexican Raiders
                    AZB = 20 # Dark Cathedral
                    }   
                land_fort = yes
                max_land_level = 5
                fort_borders = { AFG ALB ARG AST AUS BEN CSA CZE IRQ NOR SOV TEX }
                fort_provs = { 715 716 }
                # Borders with specific countries
                country_priorities = {
                    U00 = 50 # Barbarians. What is this, anyway?
                    TEX = 50 # New Church
                    ALB = 25 # Caesar's Legion
                    SOV = 25 # Mutant Army. Was 75, divided it by a third.
                    CZE = 20 # Spiders
                    HON = 20 # Mexican Raiders. Was 40.
                    AFG = 15 # Kansas Free State
                    ARG = 15 # Harlequins
                    CSA = 15 # Manitou Tribes. Was 30.
                }
    
            BLR_2253.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    TEX = 3.0 # New Church
                    AFG = 2.0 # Kansas Free State
                    ALB = 2.0 # Caesar's Legion
                    CZE = 2.0 # Spiders
                }
                neutrality = 45.000
                upgrading     = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 40
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    TEX = 50 # New Church
                    CZE = 45 # Spiders
                    AFG = 40 # Kansas Free State
                    AUS = 40 # Zombie Apocalypse
                    ARG = 35 # Harlequins
                    ALB = 35 # Caesar's Legion
                    AST = 35 # Under-Nation
                    BEN = 35 # Beastlords
                    CSA = 35 # Manitou Tribe
                    IRQ = 35 # Vipers
                    NOR = 35 # The Huns
                    SOV = 35 # Mutant Army
                    POL = 30 # Broken Hills
                    POR = 30 # Reservation
                    TUR = 30 # Necropolis
                    HON = 30 # Mexican Raiders
                    AZB = 25 # Dark Cathedral
                    }   
                land_fort = yes
                max_land_level = 7
                fort_borders = { AFG ALB ARG AST AUS BEN CSA CZE HON IRQ NOR POR SOV TEX TUR } 
                fort_provs = { 715 716 }
                    #### Divisions etc...
                    infantry             = 25
                    cavalry             = 0
                    motorized             = 15
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 5
                    marine                 = 10
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 15
                #                85 %
                    interceptor         = 0
                    multi_role             = 7
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 3
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                    country_priorities = {
                        U00 = 50 # Barbarians. What is this, anyway?
                        TEX = 50 # New Church
                        ALB = 25 # Caesar's Legion
                        SOV = 25 # Mutant Army. Was 75, divided it by a third.
                        CZE = 20 # Spiders
                        HON = 20 # Mexican Raiders. Was 40.
                        AFG = 15 # Kansas Free State
                        ARG = 15 # Harlequins
                        CSA = 15 # Manitou Tribes. Was 30.
                    }
    
    
    
            BLR_2255.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    ALB = 2.0 # Caesar's Legion
                    JAP = 2.0 # Robot Nation
                    BHU = 1.5 # White Legs Tribe
                    HON = 1.5 # Mexican Raiders
                    IRQ = 1.5 # Vipers
                    TEX = 1.5 # New Church
                }
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    TEX = 3.0 # New Church
                    USA = 3.0 # The States
                    AFG = 2.0 # Kansas Free State
                    ALB = 2.0 # Caesar's Legion
                    CZE = 2.0 # Spiders
                }
                neutrality = 40.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 45
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    TEX = 55 # New Church
                    CZE = 50 # Spiders
                    AFG = 45 # Kansas Free State
                    AUS = 45 # Zombie Apocalypse
                    ARG = 40 # Harlequins
                    ALB = 40 # Caesar's Legion
                    AST = 40 # Under-Nation
                    BEN = 40 # Beastlords
                    CSA = 40 # Manitou Tribe
                    IRQ = 40 # Vipers
                    NOR = 40 # The Huns
                    SOV = 40 # Mutant Army
                    POL = 35 # Broken Hills
                    POR = 35 # Reservation
                    TUR = 35 # Necropolis
                    HON = 35 # Mexican Raiders
                    AZB = 30 # Dark Cathedral
                    }   
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ALB ARG AST AUS AZB BEN CSA CZE HON IRQ NOR POR SOV TEX TUR }  
                fort_provs = { 715 716 }
                    #### Divisions etc...
                    infantry             = 25
                    cavalry             = 0
                    motorized             = 15
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 5
                    marine                 = 10
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 15
                #                85 %
                    interceptor         = 0
                    multi_role             = 7
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 3
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                    country_priorities = {
                        U00 = 50 # Barbarians. What is this, anyway?
                        TEX = 50 # New Church
                        ALB = 25 # Caesar's Legion
                        SOV = 25 # Mutant Army. Was 75, divided it by a third.
                        CZE = 20 # Spiders
                        HON = 20 # Mexican Raiders. Was 40.
                        AFG = 15 # Kansas Free State
                        ARG = 15 # Harlequins
                        CSA = 15 # Manitou Tribes. Was 30.
                    }
    
    
    
    
        BOS/Commonwealth:
            - Will use offensive supply
            - Not many changes for now, this one is very much Arcangelus' baby
            BOS_.ai
                use_offensive_supply = yes
    
    
        BRA/Reservation:   
            - Now actually has nations in their combat settings.
            - Will attack pretty much any nation not defined as their friends, due to their ideology of Ghoul racial supremacy.
            - Will now actually build forts.
                - In fact, it will build lots of forts. The Reservation in Van Buren was pretty fortified and heavily paranoid, if there's a nation in FODD that should fortify the out of everything and against any possible rivals, its the Reservation. It will even fortify in the border of nations it means to befriend.
            - Will now build air bases and AA.
            - Will use offensive supply.
            - Will now be a bit more aggressive with time and acquire more targets, but not much.
            - Starts building lots of garrisons, but will build less garrisons every two years. This is a change from building 40% of its forces in garrisons.
            - Will try to befriend Kurtz due to being a fellow Ghoul, after all.
            - Fixed a small mistake in the troop production percentages.
            - Will build more air units, especially Propellor Fighters, but also Bombers.
            - Will now build a few Motorized Raiders and Scout units, to add some more variety.
            - Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
    
            BRA_2245.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    JAP = 2.0 # Robot Nation
                    IRQ = 1.5 # Vipers
                    TEX = 1.5 # New Church
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    ALB = 5 # Caesar's Legion
                    IRQ = 5 # Vipers
                    JAP = 5 # Robot Nation
                    TEX = 5 # New Church   
                    }
                befriend = {
                    AFG = 25 # Kansas Free State
                    BEN = 10 # Beastlords.
                    POL = 25 # Broken Hills
                    POR = 25 # Gecko
                    TUR = 25 # Necropolis
                    }
                land_fort = yes
                max_land_level = 2
                fort_borders = { AFG ALB BEN IRQ JAP POL POR TEX TUR }
                fort_provs = { 6182 }
    
                # Borders with specific countries
                country_priorities = {
                    ALB = 20 # Caesar's Legion
                    JAP = 20 # Robot Nation
                    IRQ = 15 # Vipers
                    TEX = 15 # New Church
                }
    
            BRA_2247.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    JAP = 2.0 # Robot Nation
                    IRQ = 1.5 # Vipers
                    TEX = 1.5 # New Church
                }
                neutrality = 80.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 0
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    ALB = 10 # Caesar's Legion
                    IRQ = 10 # Vipers
                    JAP = 10 # Robot Nation
                    TEX = 10 # New Church
                    BHU = 5  # White Legs Tribe
                    GER = 5  # Vault City
                    HON = 5  # Mexican Raiders
                    JOR = 5  # Vault 10
                    MOR = 5  # New Canaan
                    NOR = 4  # The Huns
                    }
                land_fort = yes
                max_land_level = 4
                fort_borders = { AFG ALB AST BEN BHU GER HON IRQ JAP JOR MOR NOR POL POR TEX TUR }
                fort_provs = { 6182 }
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 60
                    motorized             = 0
                    mechanized             = 0
                    light_armor         = 0
                    armor                 = 0
                    paratrooper         = 0
                    marine                 = 0
                    bergsjaeger         = 0
                    garrison            = 30
                    hq                     = 5
                    militia             = 0
                #                95 %
    
                # Borders with specific countries
                country_priorities = {
                    ALB = 20 # Caesar's Legion
                    JAP = 20 # Robot Nation
                    IRQ = 15 # Vipers
                    TEX = 15 # New Church
                }
    
            BRA_2249.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    JAP = 2.0 # Robot Nation
                    IRQ = 1.5 # Vipers
                    TEX = 1.5 # New Church
                }
                neutrality = 75.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 5
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    ALB = 15 # Caesar's Legion
                    IRQ = 15 # Vipers
                    JAP = 15 # Robot Nation
                    TEX = 15 # New Church
                    BHU = 10 # White Legs Tribe
                    GER = 10 # Vault City
                    HON = 10 # Mexican Raiders
                    JOR = 10 # Vault 10
                    MOR = 10 # New Canaan
                    NOR = 10 # The Huns
                    AST = 5  # Under-Nation
                    FRA = 5  # New Reno
                    ARG = 5  # Harlequins
                    }
                befriend = {
                    AFG = 25 # Kansas Free State
                    BEN = 10 # Beastlords
                    POL = 25 # Broken Hills
                    POR = 25 # Gecko
                    TUR = 25 # Necropolis
                    ARM = 10 # Kurtz's Camp
                    }
                AA_batteries = yes
                max_AA_level = 4
                AA_provs = { 726 }
    
                air_base = yes
                max_air_base = 2
                air_base_provs = { 6182 }
    
                land_fort = yes
                max_land_level = 6
                fort_borders = { AFG ALB ARG ARM AST BEN BHU FRA GER HON IRQ JAP JOR MOR NOR POL POR TEX TUR }
                fort_provs = { 6182 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 60
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 0
                    armor                 = 0
                    paratrooper         = 5
                    marine                 = 0
                    bergsjaeger         = 0
                    garrison            = 20
                    hq                     = 5
                    militia             = 0
                #                95 %
    
                # Borders with specific countries
                country_priorities = {
                    ALB = 20 # Caesar's Legion
                    JAP = 20 # Robot Nation
                    IRQ = 15 # Vipers
                    TEX = 15 # New Church
                }
    
    
    
            BRA_2251.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    ALB = 2.0 # Caesar's Legion
                    JAP = 2.0 # Robot Nation
                    BHU = 1.5 # White Legs Tribe
                    HON = 1.5 # Mexican Raiders
                    IRQ = 1.5 # Vipers
                    TEX = 1.5 # New Church
                }
                neutrality = 70.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 10
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    ALB = 20 # Caesar's Legion
                    IRQ = 20 # Vipers
                    JAP = 20 # Robot Nation
                    TEX = 20 # New Church
                    BHU = 15 # White Legs Tribe
                    GER = 15 # Vault City
                    HON = 15 # Mexican Raiders
                    JOR = 15 # Vault 10
                    MOR = 15 # New Canaan
                    NOR = 15 # The Huns
                    AST = 10 # Under-Nation
                    FRA = 10 # New Reno
                    ARG = 10 # Harlequins
                    CAL = 5  # New California Republic
                    CHC = 5  # Shi Empire
                    CSA = 5  # Manitou Tribes
                    DEN = 5  # Den
                    HOL = 5  # New Arroyo
                    MEX = 5  # New Republic of Mexico
                    ROM = 5  # Redding
                    SCH = 5  # Pioneer Alliance
                    SOV = 5  # Mutant Army
                    SPA = 5  # Midwestern Brotherhood of Steel
                    SWE = 5  # The Hub
                    }
                befriend = {
                    AFG = 25 # Kansas Free State
                    BEN = 10 # Beastlords
                    POL = 25 # Broken Hills
                    POR = 25 # Gecko
                    TUR = 25 # Necropolis
                    ARM = 10 # Kurtz's Camp
                    }
    
                AA_batteries = yes
                max_AA_level = 6
                AA_provs = { 726 }
    
                air_base = yes
                max_air_base = 4
                air_base_provs = { 6182 }
    
                land_fort = yes
                max_land_level = 8
                fort_borders = { AFG ALB ARG ARM AST BEN BHU CAL CHC CSA DEN FRA GER HOL HON IRQ JAP JOR MEX MOR NOR POL POR ROM SCH SOV SPA SWE TEX TUR }
                fort_provs = { 6182 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 60
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 0
                    armor                 = 0
                    paratrooper         = 5
                    marine                 = 0
                    bergsjaeger         = 0
                    garrison            = 10
                    hq                     = 5
                    militia             = 0
                #                85 %
                    interceptor         = 0
                    multi_role             = 10
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                country_priorities = {
                    ALB = 20 # Caesar's Legion
                    JAP = 20 # Robot Nation
                    BHU = 15 # White Legs Tribe
                    HON = 15 # Mexican Raiders
                    IRQ = 15 # Vipers
                    TEX = 15 # New Church
                }
    
    
            BRA_2253.ai
                switch = yes # [yes/no]
                neutrality = 65.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 15
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    ALB = 25 # Caesar's Legion
                    IRQ = 25 # Vipers
                    JAP = 25 # Robot Nation
                    TEX = 25 # New Church
                    BHU = 20 # White Legs Tribe
                    GER = 20 # Vault City
                    HON = 20 # Mexican Raiders
                    JOR = 20 # Vault 10
                    MOR = 20 # New Canaan
                    NOR = 20 # The Huns
                    AST = 15 # Under-Nation
                    FRA = 15 # New Reno
                    ARG = 15 # Harlequins
                    CAL = 10  # New California Republic
                    CHC = 10  # Shi Empire
                    CSA = 10  # Manitou Tribes
                    DEN = 10  # Den
                    HOL = 10  # New Arroyo
                    MEX = 10  # New Republic of Mexico
                    ROM = 10  # Redding
                    SCH = 10  # Pioneer Alliance
                    SOV = 10  # Mutant Army
                    SPA = 10  # Midwestern Brotherhood of Steel
                    SWE = 10  # The Hub
                    ANG = 5   # Junkers
                    AZB = 5   # Dark Cathedral
                    BEL = 5   # God-Machine
                    ENG = 5   # Enclave
                    MAD = 5   # Mayan Empire
                    MTN = 5   # Calgary Confederacy
                    PRK = 5   # Polar Station Zeta
                    USA = 5   # The States
                    U53 = 5   # Nuka-Cola Company
                    }
                befriend = {
                    AFG = 25 # Kansas Free State
                    BEN = 10 # Beastlords
                    POL = 25 # Broken Hills
                    POR = 25 # Gecko
                    TUR = 25 # Necropolis
                    ARM = 10 # Kurtz's Camp
                    }
    
                AA_batteries = yes
                max_AA_level = 8
                AA_provs = { 726 }
    
                air_base = yes
                max_air_base = 7
                air_base_provs = { 6182 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ALB ANG ARG ARM AST AZB BEN BHU BEL CAL CHC CSA DEN ENG FRA GER HOL HON IRQ JAP JOR MAD MEX MOR MTN NOR POL POR PRK ROM SCH SOV SPA SWE TEX TUR U53 USA }
                fort_provs = { 6182 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 60
                    motorized             = 10
                    mechanized             = 0
                    light_armor         = 0
                    armor                 = 0
                    paratrooper         = 5
                    marine                 = 0
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 0
                #                85 %
                    interceptor         = 0
                    multi_role             = 10
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                country_priorities = {
                    ALB = 20 # Caesar's Legion
                    JAP = 20 # Robot Nation
                    BHU = 15 # White Legs Tribe
                    HON = 15 # Mexican Raiders
                    IRQ = 15 # Vipers
                    TEX = 15 # New Church
                }
    
    
            BRA_2255.ai
                switch = yes # [yes/no]   
                neutrality = 60.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 20
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    ALB = 30 # Caesar's Legion
                    IRQ = 30 # Vipers
                    JAP = 30 # Robot Nation
                    TEX = 30 # New Church
                    BHU = 25 # White Legs Tribe
                    GER = 25 # Vault City
                    HON = 25 # Mexican Raiders
                    JOR = 25 # Vault 10
                    MOR = 25 # New Canaan
                    NOR = 25 # The Huns
                    AST = 20 # Under-Nation
                    FRA = 20 # New Reno
                    ARG = 20 # Harlequins
                    CAL = 15  # New California Republic
                    CHC = 15  # Shi Empire
                    CSA = 15  # Manitou Tribes
                    DEN = 15  # Den
                    HOL = 15  # New Arroyo
                    MEX = 15  # New Republic of Mexico
                    ROM = 15  # Redding
                    SCH = 15  # Pioneer Alliance
                    SOV = 15  # Mutant Army
                    SPA = 15  # Midwestern Brotherhood of Steel
                    SWE = 15  # The Hub
                    ANG = 10   # Junkers
                    AZB = 10   # Dark Cathedral
                    BEL = 10   # God-Machine
                    ENG = 10   # Enclave
                    MAD = 10   # Mayan Empire
                    MTN = 10   # Calgary Confederacy
                    PRK = 10   # Polar Station Zeta
                    USA = 10   # The States
                    U53 = 10   # Nuka-Cola Company
    
                befriend = {
                    AFG = 25 # Kansas Free State
                    BEN = 10 # Beastlords
                    POL = 25 # Broken Hills
                    POR = 25 # Gecko
                    TUR = 25 # Necropolis
                    ARM = 10 # Kurtz's Camp
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 726 }
    
                air_base = yes
                max_air_base = 10
                air_base_provs = { 6182 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ALB ANG ARG ARM AST AZB BEN BHU BEL CAL CHC CSA DEN ENG FRA GER HOL HON IRQ JAP JOR MAD MEX MOR MTN NOR POL POR PRK ROM SCH SOV SPA SWE TEX TUR U53 USA }
                fort_provs = { 6182 }   
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 60
                    motorized             = 10
                    mechanized             = 0
                    light_armor         = 0
                    armor                 = 0
                    paratrooper         = 5
                    marine                 = 0
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 0
                #                85 %
                    interceptor         = 0
                    multi_role             = 10
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 30 # New California Republic
                    ENG = 30 # Enclave
                    PRK = 30 # Polar Station Zeta
                    USa = 30 # The States
                    ALB = 20 # Caesar's Legion
                    JAP = 20 # Robot Nation
                    BHU = 15 # White Legs Tribe
                    HON = 15 # Mexican Raiders
                    IRQ = 15 # Vipers
                    TEX = 15 # New Church
                }
    
    
    
    
        CAL/New California Republic:   
            - Will now use offensive supply
            - Fixed fort building, will now actually build forts.
            - Will build forts in borders with many antagonist countries.
            - Will actually build Coastal Forts after a while.
            - Wans't as changed as some nations, because of certain plans.
            - Decreased priority to fight Mexican Raiders and Vipers by half.
            - Increased piority to fight Enclave.
            - Because 2249 is the last year (for now), it will receive End Game-esque priorities (until I make new AI)
            - Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
    
            CAL_2245.ai
                max_front_ratios = {
                    ENG = 2.0 # Enclave
                    ITA = 2.0 # Brotherhood of Steel
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    ITA = 30 # Brotherhood of Steel
                    NOR = 20 # The Huns
                    ENG = 15 # Enclave. Was 10.
                    HON = 15 # Mexican Raiders. Was 30.
                    DEN = 10 # Den
                    FRA = 10 # New Reno
                    IRQ = 10 # Vipers. Was 20
                    TUR = 10 # Necropolis
                    ALB = 5  # Caesar's Legion. Was 40
                    BHU = 5  # White Legs
                    WLL = 5  # Wanamingo Dawn
                    }
    
                land_fort = yes
                max_land_level = 5
                fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR }
                fort_provs = { 761 762 2708 }
    
                # Borders with specific countries
                country_priorities = {
                    ITA = 30 # Brotherhood of Steel
                    ENG = 30 # Enclave
                    ALB = 15 # Caesar's Legion. Was 20
                    }
    
    
            CAL_2247.ai
                max_front_ratios = {
                    ENG = 2.0 # Enclave
                    ITA = 2.0 # Brotherhood of Steel
                    ALB = 1.5 # Caesar's Legion
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    ITA = 35 # Brotherhood of Steel
                    NOR = 25 # The Huns. Was 30.
                    ENG = 20 # Enclave. Was 10.
                    HON = 20 # Mexican Raiders. Was 50.
                    DEN = 15 # Den
                    FRA = 15 # New Reno
                    IRQ = 15 # Vipers. Was 20
                    TUR = 15 # Necropolis. Was 20.
                    ALB = 10 # Caesar's Legion. Was 10.
                    BHU = 10 # White Legs
                    WLL = 10 # Wanamingo Dawn
                    }
    
                coastal_fort = yes
                max_coastal_level = 4
                coastal_fort_provs = { 761 762 766 }
    
                land_fort = yes
                max_land_level = 5
                fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR }
                fort_provs = { 761 762 2708 }
    
                # Borders with specific countries
                country_priorities = {
                    ITA = 30 # Brotherhood of Steel
                    ENG = 30 # Enclave
                    ALB = 15 # Caesar's Legion. Was 20
                    }
    
            CAL_2249.ai
                max_front_ratios = {
                    ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    ALB = 2.0 # Caesar's Legion
                    ITA = 2.0 # Brotherhood of Steel
                    DEN = 1.5 # Den
                    FRA = 1.5 # New Reno
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    ITA = 40 # Brotherhood of Steel
                    NOR = 30 # The Huns. Was 30.
                    ENG = 25 # Enclave. Was 10.
                    HON = 25 # Mexican Raiders. Was 50.
                    DEN = 20 # Den
                    FRA = 20 # New Reno
                    IRQ = 20 # Vipers. Was 20
                    TUR = 20 # Necropolis. Was 20.
                    ALB = 15 # Caesar's Legion. Was 10.
                    BHU = 15 # White Legs
                    WLL = 15 # Wanamingo Dawn
                    BRA = 5  # Reservation
                    CZE = 5  # Spiders
                    }
    
                coastal_fort = yes
                max_coastal_level = 4
                coastal_fort_provs = { 761 762 766 }
    
                land_fort = yes
                max_land_level = 5
                fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR }
                fort_provs = { 761 762 2708 }
    
                # Borders with specific countries
                country_priorities = {
                    ITA = 30 # Brotherhood of Steel
                    ENG = 30 # Enclave
                    PRK = 30 # Polar Station Zeta
                    USA = 30 # The States
                    ALB = 15 # Caesar's Legion. Was 20
                    }
    
    
        CAM/Reavers:   
            - Will now use offensive supply.
            - Will now be a bit more combative and alliance-prone as the game goes
            - Will now build land forts properly, both in designated provinces and border of possibly-inimical countries.
            - Will now build air bases properly.
            - Will build less garrisons as the game goes on, and start building more bombers and motorized raiders.
            - Didn't change it as much as I did some AIs (still figuring who it should fight and/or help)
            - Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
    
            CAM_2245.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    SPA = 2.0 # Midwestern BOS
                    AZB = 1.5 # Dark Cathedral
                }
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
    
                befriend = {
                    JAP = 30 # Robots
                    AFG = 20 # Kansas Free State
                    BEL = 20 # God Machine
                    BEN = 20 # Beastlords
                    SOV = 20 # Mutant Army
                    SPA = 10 # East BOS
                    }
    
                land_fort = yes
                max_land_level = 3
                fort_borders = { AUS AZB SPA }  
                fort_provs = { 6366 }
    
                # Borders with specific countries
                country_priorities = {
                    AZB = 20 # Dark Cathedral
                    SPA = 20 # Midwestern BOS
                    AUS = 15 # Zombie Apocalypse
                }
    
    
            CAM_2247.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    SPA = 2.0 # Midwestern BOS
                    AZB = 1.5 # Dark Cathedral
                }
                neutrality = 55.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 0
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    AUS = 45 # Zombie Apocalypse
                    AZB = 25 # Dark Cathedral
                    SPA = 15 # East BOS
                 }
    
                befriend = {
                    JAP = 30 # Robots
                    AFG = 20 # Kansas Free State
                    BEL = 20 # God Machine
                    BEN = 20 # Beastlords
                    SOV = 20 # Mutant Army
                    SPA = 10 # East BOS
                    }
    
                AA_batteries = yes
                max_AA_level = 5
                AA_provs = { 6366 }
    
                air_base = yes
                max_air_base = 5
                air_base_provs = { 6366 }
    
                land_fort = yes
                max_land_level = 5
                fort_borders = { AUS AZB SPA }  
                fort_provs = { 6366 }
    
                # Borders with specific countries
                country_priorities = {
                    AZB = 20 # Dark Cathedral
                    SPA = 20 # Midwestern BOS
                    AUS = 15 # Zombie Apocalypse
                }
    
            CAM_2249.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    SPA = 2.0 # Midwestern BOS
                    AZB = 1.5 # Dark Cathedral
                }
                neutrality = 50.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 5
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
    
                combat = {
                    AUS = 50 # Zombie Apocalypse
                    AZB = 30 # Dark Cathedral
                    SPA = 20 # East BOS
                 }
                 befriend = {
                     JAP = 30 # Robots
                     AFG = 20 # Kansas Free State
                     BEL = 20 # God Machine
                     BEN = 20 # Beastlords
                     SOV = 20 # Mutant Army
                     SPA = 10 # Midwestern BOS
                     }
    
                AA_batteries = yes
                max_AA_level = 5
                AA_provs = { 6366 }
               
                land_fort = yes
                max_land_level = 5
                fort_borders = { AUS AZB SPA }  
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 25
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 20
                    marine                 = 15
                    bergsjaeger         = 0
                    garrison            = 10
                    hq                    = 5
                    militia             = 0
                #                85 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 5
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                country_priorities = {
                    AZB = 20 # Dark Cathedral
                    SPA = 20 # Midwestern BOS
                    AUS = 15 # Zombie Apocalypse
                }
    
            CAM_2251.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    SPA = 2.0 # Midwestern BOS
                    AZB = 1.5 # Dark Cathedral
                }
                neutrality = 45.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 10
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    AUS = 55 # Zombie Apocalypse
                    AZB = 35 # Dark Cathedral
                    SPA = 25 # East BOS
                 }
    
                befriend = {
                    JAP = 30 # Robots
                    AFG = 20 # Kansas Free State
                    BEL = 20 # God Machine
                    BEN = 20 # Beastlords
                    SOV = 20 # Mutant Army
                    SPA = 10 # Midwestern BOS
                    }
    
                AA_batteries = yes
                max_AA_level = 7
                AA_provs = { 6366 }
               
                air_base = yes
                max_air_base = 7
                air_base_provs = { 6366 }
    
                land_fort = yes
                max_land_level = 7
                fort_borders = { AUS AZB SPA }  
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 25
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 20
                    marine                 = 15
                    bergsjaeger         = 0
                    garrison            = 10
                    hq                    = 5
                    militia             = 0
                #                85 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 5
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                country_priorities = {
                    AZB = 20 # Dark Cathedral
                    SPA = 20 # Midwestern BOS
                    AUS = 15 # Zombie Apocalypse
                }
    
            CAM_2253.ai
                switch = yes # [yes/no]
                max_front_ratios = {
                    AUS = 2.0 # Zombie Apocalypse
                    SPA = 2.0 # Midwestern BOS
                    AZB = 1.5 # Dark Cathedral
                }
                neutrality = 40.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 15
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    AUS = 60 # Zombie Apocalypse
                    AZB = 40 # Dark Cathedral
                    SPA = 30 # East BOS
                }
    
                befriend = {
                    JAP = 30 # Robots
                    AFG = 20 # Kansas Free State
                    BEL = 20 # God Machine
                    BEN = 20 # Beastlords
                    SOV = 20 # Mutant Army
                    SPA = 10 # Midwestern BOS
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 6366 }
    
                air_base = yes
                max_air_base = 10
                air_base_provs = { 6366 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AUS AZB SPA }  
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 25
                    cavalry             = 0
                    motorized             = 10
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 20
                    marine                 = 15
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 5
                    militia             = 0
                #                85 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 5
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                country_priorities = {
                    AZB = 20 # Dark Cathedral
                    SPA = 20 # Midwestern BOS
                    AUS = 15 # Zombie Apocalypse
                }
    
    
            CAM_2255.ai   
                switch = yes # [yes/no]
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    AUS = 2.0 # Zombie Apocalypse
                    SPA = 2.0 # Midwestern BOS
                    AZB = 1.5 # Dark Cathedral
                }
                neutrality = 35.000
                upgrading = 0.1        # max % of ic used on this slider.
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 20
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    AUS = 60 # Zombie Apocalypse
                    AZB = 40 # Dark Cathedral
                    SPA = 30 # East BOS
                 }
    
                befriend = {
                    JAP = 30 # Robots
                    AFG = 20 # Kansas Free State
                    BEL = 20 # God Machine
                    BEN = 20 # Beastlords
                    SOV = 20 # Mutant Army
                    SPA = 10 # Midwestern BOS
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 6366 }
    
                air_base = yes
                max_air_base = 10
                air_base_provs = { 6366 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AUS AZB SPA }  
                fort_provs = { 6366 }
    
                    #### Divisions etc.
                    infantry             = 25
                    cavalry             = 0
                    motorized             = 10
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 20
                    marine                 = 15
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 5
                    militia             = 0
                #                85 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 5
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                15 %
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 30 # New California Republic
                    ENG = 30 # Enclave
                    PRK = 30 # Polar Station Zeta
                    USA = 30 # The States
                    AZB = 20 # Dark Cathedral
                    SPA = 20 # Midwestern BOS
                    AUS = 15 # Zombie Apocalypse
                }
    
    
    
    
        CAN/Royal Canadian Commonwealth
            - Changed the format to be in-line with the usual AI format.
            - Will now use offensive supply
            - Will actually switch AI by year
            - Will assign extra troops in fronts near certain countries. Will later prioritize the three (four) alliance majors.
            - Has more enemies than its old AI, but more friends as well.
            - Will request land controlled by the Commonwealth and Junkers now, not just FUSA
            - Will use strategic redeployment more.
            - Will actually build forts properly, not just in certain important provinces but also certain borders.
            - Will pay more attention the Dark Cathedral as a bordering threat, and a little less to the Mutant Army.
            - Will maximize AA batteries, air bases, naval bases and forts.
            - Will produce a few less garrisons and more paratroopers and Irregulars by late game.
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            CAN_2245.ai:
                switch = yes # [yes/no]
                max_front_ratio = 1.5
                max_garrison_prop = 0.4     # The war-time desired proportion of troops allocated to garrison duty
                min_garrison_prop = 0.3     # The war-time minimum proportion of troops allocated to garrison duty
                max_front_ratios = {
                   USA = 3.0 # The States
                   AZB = 2.0 # Dark Cathedral
                }
                neutrality = 60.000
                upgrading = 0.05
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 5
                desperation = 0.3    #If more than this % of ic is occupied by enemy, panic and build militia hordes.
                strat_redeploy_threshold = 35
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                exp_force_ratio = 0.75
                exp_force_ratios = { }
                no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 }
                evac_islands = yes
    
                land_fort = yes
                max_land_level = 2
                fort_borders = { ARA AUS BEL AZB QUE SOV USA }     
                fort_provs = {
                    588 # Ottawa
                    589 # Toronto
                    574 # Québec City
                    }
    
                garrison = {
                    # Borders with specific countries
                    country_priorities = {
                        AZB = 40 # Dark Cathedral
                        ENG = 40 # Enclave
                        USA = 40 # The States
                        SPA = 30 # Midwestern BOS
                        SOV = 30 # Mutant Army
                        NOR = 10 # Huns
                        }
                }
    
            CAN_2247.ai:
                max_front_ratios = {
                   USA = 3.0 # The States
                   AZB = 2.0 # Dark Cathedral
                   QUE = 2.0 # Quebec
                   SOV = 2.0 # Mutant Army
                   AUS = 1.5 # Zombie Apocalypse
                }
                neutrality = 55.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 10
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE NOR QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 }
                combat = {
                    QUE = 20 # Quebec
                    USA = 20 # The States
                    AUS = 15 # Zombie Apocalypse
                    SOV = 15 # Mutant Army
                    ARA = 10 # Warriors of Ice
                    BEL = 10 # God-Machine
                    AST = 5  # Under-Nation
                    AZB = 5  # Dark Cathedral
                    NOR = 5  # The Huns
                    }
    
                befriend = {
                    SPA = 30 # Midwestern Brotherhood of Steel
                    AFG = 20 # Kansas Free State
                    ANG = 20 # Junkers
                    CSA = 20 # Manitou Tribes
                    MTN = 20 # Calgary Confederacy
                    POL = 20 # Broken Hills
                    POR = 20 # Gecko
                    ROM = 20 # Redding
                    SCH = 20 # Pioneer Alliance
                    BOS = 20 # Commonwealth
                    }
    
                land_fort = yes
                max_land_level = 4
                fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }      
                fort_provs = {
                    588 # Ottawa
                    589 # Toronto
                    574 # Québec City
                    }
    
                garrison = {
                    # Borders with specific countries
                    country_priorities = {
                        AZB = 40 # Dark Cathedral
                        ENG = 40 # Enclave
                        USA = 40 # The States
                        SPA = 30 # Midwestern BOS
                        SOV = 30 # Mutant Army
                        NOR = 10 # Huns
                        }   
    
                   
            CAN_2249.ai:
                max_front_ratios = {
                   USA = 3.0 # The States
                   AZB = 2.0 # Dark Cathedral
                   QUE = 2.0 # Quebec
                   SOV = 2.0 # Mutant Army
                   AUS = 1.5 # Zombie Apocalypse
                }
                neutrality = 50.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 15
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    QUE = 25 # Quebec
                    USA = 25 # The States
                    AUS = 20 # Zombie Apocalypse
                    SOV = 20 # Mutant Army
                    ARA = 15 # Warriors of Ice
                    BEL = 15 # God-Machine
                    AST = 10 # Under-Nation
                    AZB = 10 # Dark Cathedral
                    NOR = 10 # The Huns
                    }
    
                demand_claims = { ANG BOS USA }
    
                liberate = { ANG BOS }
    
                land_fort = yes
                max_land_level = 6
                fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }      
                fort_provs = {
                    588 # Ottawa
                    589 # Toronto
                    574 # Québec City
                    }
    
                garrison = {
                    # Borders with specific countries
                    country_priorities = {
                        AZB = 40 # Dark Cathedral
                        ENG = 40 # Enclave
                        USA = 40 # The States
                        SPA = 30 # Midwestern BOS
                        SOV = 30 # Mutant Army
                        NOR = 10 # Huns
                        }   
    
            CAN_2251.ai:
                max_front_ratios = {
                   USA = 3.0 # The States
                   AZB = 2.0 # Dark Cathedral
                   QUE = 2.0 # Quebec
                   SOV = 2.0 # Mutant Army
                   AUS = 1.5 # Zombie Apocalypse
                }
                neutrality = 45.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 20
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    QUE = 30 # Quebec
                    USA = 30 # The States
                    AUS = 25 # Zombie Apocalypse
                    SOV = 25 # Mutant Army
                    ARA = 20 # Warriors of Ice
                    BEL = 20 # God-Machine
                    AST = 15 # Under-Nation
                    AZB = 15 # Dark Cathedral
                    NOR = 15 # The Huns
                    }
    
    
                demand_claims = { ANG BOS USA }
    
                liberate = { ANG BOS }
    
                befriend = {
                    SPA = 30 # Midwestern Brotherhood of Steel
                    AFG = 20 # Kansas Free State
                    ANG = 20 # Junkers
                    CSA = 20 # Manitou Tribes
                    MTN = 20 # Calgary Confederacy
                    POL = 20 # Broken Hills
                    POR = 20 # Gecko
                    ROM = 20 # Redding
                    SCH = 20 # Pioneer Alliance
                    BOS = 20 # Commonwealth
                    }
    
                AA_batteries = yes
                max_AA_level = 6
                AA_provs = {
                    588 # Ottawa
                    589 # Toronto
                    591 # Kingstown
                    1909 # Sherbrooke
                    574 # Québec City
                    2722 # Flint
                    6724 # Grand Rapids
                    616 # Detroit
                    554 # Newfoundland
                    }
    
                air_base = yes
                max_air_base = 6
                air_base_provs = {
                    588 # Ottawa
                    586 # Québec City
                    616 # Detroit
                    576 # Newfoundland
                    }
    
                naval_base = yes
                max_naval_base = 6
                naval_base_provs = {
                    586 # Québec City
                    }
    
                land_fort = yes
                max_land_level = 8
                fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }      
                fort_provs = {
                    588 # Ottawa
                    589 # Toronto
                    574 # Québec City
                    }
    
                    #### Divisions etc...
                    infantry             = 28
                    cavalry             = 5
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 3
                    armor                 = 0
                    paratrooper         = 10
                    marine                 = 7
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 9
                #                77 %
                    interceptor         = 3
                    multi_role             = 5
                    cas                 = 2
                    strategic_bomber     = 2
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 2
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                14 %
    
                garrison = {
                    # Borders with specific countries
                    country_priorities = {
                        AZB = 40 # Dark Cathedral
                        ENG = 40 # Enclave
                        USA = 40 # The States
                        SPA = 30 # Midwestern BOS
                        SOV = 30 # Mutant Army
                        ARA = 15 # Warriors of Ice
                        BLR = 15 # God-Machine
                        NOR = 10 # Huns
                        }   
    
    
            CAN_2253.ai:
                max_front_ratios = {
                   USA = 3.0 # The States
                   AZB = 2.0 # Dark Cathedral
                   QUE = 2.0 # Quebec
                   SOV = 2.0 # Mutant Army
                   ARA = 1.5 # Warriors of Ice
                   AST = 1.5 # Under-Nation
                   AUS = 1.5 # Zombie Apocalypse
                   BLR = 1.5 # God-Machine
                }
                neutrality = 40.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE ENG NOR QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 }
    
                combat = {
                    QUE = 35 # Quebec
                    USA = 35 # The States
                    AUS = 30 # Zombie Apocalypse
                    SOV = 30 # Mutant Army
                    ARA = 25 # Warriors of Ice
                    BEL = 25 # God-Machine
                    AST = 20 # Under-Nation
                    AZB = 20 # Dark Cathedral
                    NOR = 20 # The Huns
                    ENG = 5  # Enclave
                    }
    
                befriend = {
                    SPA = 30 # Midwestern Brotherhood of Steel
                    AFG = 20 # Kansas Free State
                    ANG = 20 # Junkers
                    BOS = 20 # Commonwealth
                    CAL = 20 # New California Republic
                    CSA = 20 # Manitou Tribes
                    MTN = 20 # Calgary Confederacy
                    POL = 20 # Broken Hills
                    POR = 20 # Gecko
                    ROM = 20 # Redding
                    SCH = 20 # Pioneer Alliance
                    }
    
                    #### Divisions etc...
                    infantry             = 28
                    cavalry             = 5
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 3
                    armor                 = 0
                    paratrooper         = 10
                    marine                 = 7
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 9
                #                77 %
                    interceptor         = 3
                    multi_role             = 5
                    cas                 = 2
                    strategic_bomber     = 2
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 2
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                14 %
    
                AA_batteries = yes
                max_AA_level = 8
                AA_provs = {
                    588 # Ottawa
                    589 # Toronto
                    591 # Kingstown
                    1909 # Sherbrooke
                    574 # Québec City
                    2722 # Flint
                    6724 # Grand Rapids
                    616 # Detroit
                    554 # Newfoundland
                    }
    
                air_base = yes
                max_air_base = 8
                air_base_provs = {
                    588 # Ottawa
                    586 # Québec City
                    616 # Detroit
                    576 # Newfoundland
                    }
    
                naval_base = yes
                max_naval_base = 8
                naval_base_provs = {
                    586 # Québec City
                    }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { ARA AST AUS AZB BEL ENG NOR QUE SOV USA }      
                fort_provs = {
                    588 # Ottawa
                    589 # Toronto
                    574 # Québec City
                    }
    
                    #### Divisions etc...
                    infantry             = 28
                    cavalry             = 5
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 3
                    armor                 = 0
                    paratrooper         = 10
                    marine                 = 7
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 9
                #                77 %
                    interceptor         = 3
                    multi_role             = 5
                    cas                 = 2
                    strategic_bomber     = 2
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 2
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                14 %
    
                garrison = {
                    # Borders with specific countries
                    country_priorities = {
                        AZB = 40 # Dark Cathedral
                        ENG = 40 # Enclave
                        USA = 40 # The States
                        SPA = 30 # Midwestern BOS
                        SOV = 30 # Mutant Army
                        ARA = 15 # Warriors of Ice
                        BLR = 15 # God-Machine
                        AST = 10 # Under-Nation
                        NOR = 10 # Huns
                        }
                    }
    
            CAN_2255.ai:
                max_front_ratios = {
                   CAL = 3.0 # New California Republic (NCR)
                   ENG = 3.0 # Enclave
                   PRK = 3.0 # Polar Station Zeta
                   USA = 3.0 # The States
                   AZB = 2.0 # Dark Cathedral
                   QUE = 2.0 # Quebec
                   SOV = 2.0 # Mutant Army
                   ARA = 1.5 # Warriors of Ice
                   AST = 1.5 # Under-Nation
                   AUS = 1.5 # Zombie Apocalypse
                   BLR = 1.5 # God-Machine
                   NOR = 1.5 # Huns
                } 
                neutrality = 35.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 30
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
    
                combat = {
                    QUE = 40 # Quebec
                    USA = 40 # The States
                    AUS = 35 # Zombie Apocalypse
                    SOV = 35 # Mutant Army
                    ARA = 30 # Warriors of Ice
                    BEL = 30 # God-Machine
                    AST = 25 # Under-Nation
                    AZB = 25 # Dark Cathedral
                    NOR = 25 # The Huns
                    ENG = 10 # Enclave
                    BHU = 5  # White Legs Tribe
                    CZE = 5  # Spiders
                    ALG = 5  # Darien Tribes
                    }
    
                befriend = {
                    SPA = 30 # Midwestern Brotherhood of Steel
                    AFG = 20 # Kansas Free State
                    ANG = 20 # Junkers
                    BOS = 20 # Commonwealth
                    CAL = 20 # New California Republic
                    CSA = 20 # Manitou Tribes
                    MTN = 20 # Calgary Confederacy
                    POL = 20 # Broken Hills
                    POR = 20 # Gecko
                    ROM = 20 # Redding
                    SCH = 20 # Pioneer Alliance
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = {
                    588 # Ottawa
                    589 # Toronto
                    591 # Kingstown
                    1909 # Sherbrooke
                    574 # Québec City
                    2722 # Flint
                    6724 # Grand Rapids
                    616 # Detroit
                    554 # Newfoundland
                    }
    
                air_base = yes
                max_air_base = 10
                air_base_provs = {
                    588 # Ottawa
                    586 # Québec City
                    616 # Detroit
                    576 # Newfoundland
                    }
    
                naval_base = yes
                max_naval_base = 10
                naval_base_provs = {
                    586 # Québec City
                    }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { ALG ARA AST AUS AZB BEL BHU CZE ENG NOR QUE SOV USA }      
                fort_provs = {
                    588 # Ottawa
                    589 # Toronto
                    574 # Québec City
                    }
    
                    #### Divisions etc...
                    infantry             = 28
                    cavalry             = 5
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 3
                    armor                 = 0
                    paratrooper         = 10
                    marine                 = 7
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 9
                #                77 %
                    interceptor         = 3
                    multi_role             = 5
                    cas                 = 2
                    strategic_bomber     = 2
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 2
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                14 %
    
                garrison = {
                    # Borders with specific countries
                    country_priorities = {
                        AZB = 40 # Dark Cathedral
                        CAL = 40 # New California Republic
                        ENG = 40 # Enclave
                        PRK = 40 # Polar Station Zeta
                        USA = 40 # The States
                        SPA = 30 # Midwestern BOS
                        SOV = 30 # Mutant Army
                        ARA = 15 # Warriors of Ice
                        BLR = 15 # God-Machine
                        AST = 10 # Under-Nation
                        NOR = 10 # Huns
                    }
    
        CHC/Shi Empire:
            - No longer has early settings to fight Huns, Mexican Raiders and Vipers early on.
            - Will use offensive resupply.
            - Has extra settings.
            - Some reorganization.
            - Will now switch AI with the year.
            - Will now build AA batteries more gradually in level, and will build them during peacetime.
            - The Shi Empire will build forts properly now.
                - They will also now build forts near borders of nations. Which ones? All of them, every single one - the Shi tend towards isolationism. They don't consider you an enemy, they just prepare in case you decide to be one.
            - Will become more aggressive with time.
            - Will fight less nations earlier on, but acquire a few extra foes later
            - Will build IC in more provinces now.
            - Will have a few more friends.
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Will now account for the Wanamingo Dawn's existance.
            - Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
            CHC_2245.ai
                switch = yes # [yes/no]
                max_front_ratio = 1.2
                max_garrison_prop = 0.30
                min_garrison_prop = 0.20
                max_front_ratios = {
                   ENG = 2.0 # Enclave
                   U30 = 2.0 # Navarro Base
                }
                neutrality = 10.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 5
                strat_redeploy_threshold = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
    
                befriend = {
                    HOL = 60 # New Arroyo
                    SWE = 50 # The Hub
                    CAL = 40 # New California Republic
                    POR = 40 # Gecko
                    ROM = 40 # Redding
                    POL = 30 # Broken Hills
                    GER = 20 # Vault City
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    }
    
                AA_batteries = yes
                max_AA_level = 2
                AA_provs = { 765 }
    
                coastal_fort = yes
                max_coastal_level = 2
                coastal_fort_provs = { 765 }
    
                air_base = yes
                max_air_base = 2
                air_base_provs = { 765 }
    
                naval_base = yes
                max_naval_base = 2
                naval_base_provs = { 765 }
    
                land_fort = yes
                max_land_level = 2
                fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
                fort_provs = { 765 2724 6128 }
    
                ic_at_war = yes
                force_ic_until = 2253
                ic_end_year = 2274
                IC_provs = { 765 2724 6128 }
                }
    
                # Borders with specific countries
                country_priorities = {
                    ENG = 50 # Enclave
                    DEN = 20 # Den
                    FRA = 20 # New Reno
                    U30 = 20 # Navarro Base
                    ITA = 10 # Brotherhood of Steel
                    CAL = 10 # NCR
                    }
    
    
            CHC_2247.ai:
                max_front_ratios = {
                   ENG = 2.0 # Enclave
                   U30 = 2.0 # Navarro Base
                   DEN = 1.5 # Den
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 10
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    ENG = 55 # Enclave
                    U30 = 55 # Navarro Base
                    DEN = 15 # Den
                    }
    
                befriend = {
                    HOL = 60 # New Arroyo
                    SWE = 50 # The Hub
                    CAL = 40 # New California Republic
                    POR = 40 # Gecko
                    ROM = 40 # Redding
                    POL = 30 # Broken Hills
                    GER = 20 # Vault City
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    }   
    
                AA_batteries = yes
                max_AA_level = 4
                AA_provs = { 765 }
    
                coastal_fort = yes
                max_coastal_level = 4
                coastal_fort_provs = { 765 }
    
                radar_station = yes
                max_radar = 4
                radar_provs = { 765 }
    
                air_base = yes
                max_air_base = 4
                air_base_provs = { 765 }
    
                naval_base = yes
                max_naval_base = 4
                naval_base_provs = { 765 }
    
                land_fort = yes
                max_land_level = 4
                fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
                fort_provs = { 765 2724 6128 }
    
                ic_at_war = yes
                force_ic_until = 2253
                ic_end_year = 2274
                IC_provs = { 765 2724 6128 }
                }
    
                # Borders with specific countries
                country_priorities = {
                    ENG = 50 # Enclave
                    DEN = 20 # Den
                    FRA = 20 # New Reno
                    U30 = 20 # Navarro Base
                    ITA = 10 # Brotherhood of Steel
                    CAL = 10 # NCR
                    }
    
            CHC_2249.ai:
                max_front_ratios = {
                   ENG = 2.0 # Enclave
                   U30 = 2.0 # Navarro Base
                   DEN = 1.5 # Den
                   WLL = 1.5 # Wanamingo Dawn
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 15
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    ENG = 60 # Enclave
                    U30 = 60 # Navarro Base
                    DEN = 20 # Den
                    WLL = 5  # Wanamingo Dawn
                    }
    
                befriend = {
                    HOL = 60 # New Arroyo
                    SWE = 50 # The Hub
                    CAL = 40 # New California Republic
                    POR = 40 # Gecko
                    ROM = 40 # Redding
                    POL = 30 # Broken Hills
                    GER = 20 # Vault City
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    }
    
                AA_batteries = yes
                max_AA_level = 6
                AA_provs = { 765 }
    
                coastal_fort = yes
                max_coastal_level = 6
                coastal_fort_provs = { 765 }
    
                radar_station = yes
                max_radar = 6
                radar_provs = { 765 }
    
                air_base = yes
                max_air_base = 6
                air_base_provs = { 765 }
    
                naval_base = yes
                max_naval_base = 6
                naval_base_provs = { 765 }
    
                land_fort = yes
                max_land_level = 6
                fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
                fort_provs = { 765 2724 6128 }
    
                ic_at_war = yes
                force_ic_until = 2253
                ic_end_year = 2274
                IC_provs = { 765 2724 6128 }
                }
    
                # Borders with specific countries
                country_priorities = {
                    ENG = 50 # Enclave
                    DEN = 20 # Den
                    FRA = 20 # New Reno
                    U30 = 20 # Navarro Base
                    ITA = 10 # Brotherhood of Steel
                    CAL = 10 # NCR
                    WLL = 10 # Wanamingo Dawn
                    }
    
    
    
            CHC_2251.ai:
                max_front_ratios = {
                   ENG = 3.0 # Enclave
                   U30 = 2.0 # Navarro Base
                   DEN = 1.5 # Den
                   WLL = 1.5 # Wanamingo Dawn
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 20
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    ENG = 65 # Enclave
                    U30 = 65 # Navarro Base
                    DEN = 25 # Den
                    WLL = 10  # Wanamingo Dawn
                    }
    
                AA_batteries = yes
                max_AA_level = 8
                AA_provs = { 765 }
    
                coastal_fort = yes
                max_coastal_level = 8
                coastal_fort_provs = { 765 }
    
                radar_station = yes
                max_radar = 8
                radar_provs = { 765 }
    
                air_base = yes
                max_air_base = 8
                air_base_provs = { 765 }
    
                naval_base = yes
                max_naval_base = 8
                naval_base_provs = { 765 }
    
                land_fort = yes
                max_land_level = 8
                fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
                fort_provs = { 765 2724 6128 }
    
                ic_at_war = yes
                force_ic_until = 2253
                ic_end_year = 2274
                IC_provs = { 765 2724 6128 }
                }
    
                # Borders with specific countries
                country_priorities = {
                    ENG = 50 # Enclave
                    DEN = 20 # Den
                    FRA = 20 # New Reno
                    U30 = 20 # Navarro Base
                    ITA = 10 # Brotherhood of Steel
                    CAL = 10 # NCR
                    WLL = 10 # Wanamingo Dawn
                    }
    
            CHC_2253.ai:
                max_front_ratios = {
                   ENG = 3.0 # Enclave
                   U30 = 2.0 # Navarro Base
                   DEN = 1.5 # Den
                   WLL = 1.5 # Wanamingo Dawn
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 20
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    ENG = 65 # Enclave
                    U30 = 65 # Navarro Base
                    DEN = 25 # Den
                    WLL = 10 # Wanamingo Dawn
                    HON = 5  # Mexican Raiders
                    IRQ = 5  # Vipers
                    NOR = 5  # The Huns
                    }
    
                befriend = {
                    HOL = 60 # New Arroyo
                    SWE = 50 # The Hub
                    CAL = 40 # New California Republic
                    POR = 40 # Gecko
                    ROM = 40 # Redding
                    POL = 30 # Broken Hills
                    GER = 20 # Vault City
                    ITA = 20 # Brotherhood of Steel
                    MTN = 20 # Calgary Confederacy
                    SCH = 20 # Pioneer Alliance
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 765 }
    
                coastal_fort = yes
                max_coastal_level = 10
                coastal_fort_provs = { 765 }
    
                radar_station = yes
                max_radar = 10
                radar_provs = { 765 }
    
                air_base = yes
                max_air_base = 10
                air_base_provs = { 765 }
    
                naval_base = yes
                max_naval_base = 10
                naval_base_provs = { 765 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
                fort_provs = { 765 2724 6128 }
    
                ic_at_war = yes
                force_ic_until = 2253
                ic_end_year = 2274
                IC_provs = { 765 2724 6128 }
    
                # Borders with specific countries
                country_priorities = {
                    ENG = 50 # Enclave
                    DEN = 20 # Den
                    FRA = 20 # New Reno
                    U30 = 20 # Navarro Base
                    ITA = 10 # Brotherhood of Steel
                    CAL = 10 # NCR
                    WLL = 10 # Wanamingo Dawn
                    }
    
            CHC_2255.ai:
                max_front_ratios = {
                   CAL = 3.0 # New California Republic   
                   ENG = 3.0 # Enclave
                   PRK = 3.0 # Polar Station Zeta
                   USa = 3.0 # The States
                   U30 = 2.0 # Navarro Base
                   DEN = 1.5 # Den
                   WLL = 1.5 # Wanamingo Dawn
                }
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    ENG = 70 # Enclave
                    U30 = 70 # Navarro Base
                    DEN = 30 # Den
                    WLL = 15 # Wanamingo Dawn
                    HON = 10 # Mexican Raiders
                    IRQ = 10 # Vipers
                    NOR = 10 # The Huns
                    ALB = 5  # Caesar's Legion
                    AUS = 5  # Zombie Apocalypse
                    BHU = 5  # White Legs Tribe
                    CZE = 5  # Spdiers
                    }
    
                befriend = {
                    HOL = 60 # New Arroyo
                    SWE = 50 # The Hub
                    CAL = 40 # New California Republic
                    POR = 40 # Gecko
                    ROM = 40 # Redding
                    POL = 30 # Broken Hills
                    GER = 20 # Vault City
                    ITA = 20 # Brotherhood of Steel
                    MTN = 20 # Calgary Confederacy
                    SCH = 20 # Pioneer Alliance
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 765 }
    
                coastal_fort = yes
                max_coastal_level = 10
                coastal_fort_provs = { 765 }
    
                radar_station = yes
                max_radar = 10
                radar_provs = { 765 }
    
                air_base = yes
                max_air_base = 10
                air_base_provs = { 765 }
    
                naval_base = yes
                max_naval_base = 10
                naval_base_provs = { 765 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
                fort_provs = { 765 2724 6128 }
    
                ic_at_war = yes
                force_ic_until = 2253
                ic_end_year = 2274
                IC_provs = { 765 2724 6128 }
    
                # Borders with specific countries
                country_priorities = {
                    ENG = 50 # Enclave
                    CAL = 30 # New California Republic
                    PRK = 30 # Polar Station Zeta
                    USA = 30 # The States
                    DEN = 20 # Den
                    FRA = 20 # New Reno
                    U30 = 20 # Navarro Base
                    ITA = 10 # Brotherhood of Steel
                    WLL = 10 # Wanamingo Dawn
                    }
    
    
    
    
        CSA/Manitou Tribes:
            - Will now switch AI files according to the year
            - Will now place more troops on fronts against the Spiders and later on, the New Church and Dark Cathedral.
            - Will become more aggressive and less neutral over the time.
            - Will use offensive supply now.
            - Decreased starting combat values by half.
            - Will build province buildings more gradually and in more provinces than before
            - Will not build forts (for now) because that's the original design (might change in the future tho)
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
                   
            CSA_2245.ai
                switch = yes # [yes/no]
                max_front_ratio = 1.2
                max_garrison_prop = 0.30
                min_garrison_prop = 0.20
                max_front_ratios = {
                    CZE = 2.0 # Spiders
                }
                neutrality = 60.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 5
                strat_redeploy_threshold = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                exp_force_ratio = 0.50
                exp_force_ratios = { }
                no_exp_forces_to = { NOR HON IRQ SOV TEX ALB ALG ARA ARM AUS CZE BLR ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U53 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 }
    
                combat = {
                    BLR = 20 # Texas Reformed
                    TEX = 20 # New Church
                    CZE = 15 # Spiders
                    U53 = 10 # Nuka Cola
                    AZB = 5  # Dark Cathedral
                    }
    
                befriend = {
                    ARG = 30 # Harlequins
                    AFG = 20 # Kansas Free Starte
                    BEN = 10 # Beastlords
                    }
    
                AA_batteries = yes
                max_AA_level = 2
                AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
                ic_at_war = no
                force_ic_until = 2245
                ic_end_year = 2255
                IC_provs = { 678 676 677 2692 6274 6320 6430 }
               
                # Borders with specific countries
                country_priorities = {
                    CZE = 30 # Spiders
                    TEX = 20 # New Church
                    AZB = 10 # Dark Cathedral
                }
    
    
            CSA_2247.ai:
                max_front_ratios = {
                    AZB = 2.0 # Dark Cathedral
                    CZE = 2.0 # Spiders
                    TEX = 2.0 # New Church
                    BLR = 1.5 # Texas Reformed
                } 
                neutrality = 55.000
                war = 10
                combat = {
                    BLR = 25 # Texas Reformed
                    TEX = 25 # New Church
                    CZE = 20 # Spiders
                    U53 = 15 # Nuka Cola
                    AZB = 10 # Dark Cathedral
                    }
    
                befriend = {
                    ARG = 30 # Harlequins
                    AFG = 20 # Kansas Free Starte
                    BEN = 10 # Beastlords
                    }
    
                AA_batteries = yes
                max_AA_level = 4
                AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
                naval_base = yes
                max_naval_base = 4
                naval_base_provs = { 2692 }
    
                # Borders with specific countries
                country_priorities = {
                    CZE = 30 # Spiders
                    TEX = 20 # New Church
                    BLR = 15 # Texas Reformed
                    AZB = 10 # Dark Cathedral
                }
    
    
            CSA_2249.ai:    
                switch = yes # [yes/no]
                max_front_ratios = {
                    AZB = 2.0 # Dark Cathedral
                    CZE = 2.0 # Spiders
                    TEX = 2.0 # New Church
                    BLR = 1.5 # Texas Reformed
                    U53 = 1.5 # Nuka Cola Company
                }
                neutrality = 50.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 15
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
                combat = {
                    BLR = 30 # Texas Reformed
                    TEX = 30 # New Church
                    CZE = 25 # Spiders
                    U53 = 20 # Nuka Cola
                    AZB = 15 # Dark Cathedral
                    }
    
                AA_batteries = yes
                max_AA_level = 6
                AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
                naval_base = yes
                max_naval_base = 6
                naval_base_provs = { 2692 }
    
                # Borders with specific countries
                country_priorities = {
                    CZE = 30 # Spiders
                    TEX = 20 # New Church
                    BLR = 15 # Texas Reformed
                    AZB = 10 # Dark Cathedral
                    U53 = 10 # Nuka Cola Company
                }
    
            CSA_2251.ai:
                max_front_ratios = {
                    AZB = 2.0 # Dark Cathedral
                    CZE = 2.0 # Spiders
                    TEX = 2.0 # New Church
                    BLR = 1.5 # Texas Reformed
                    U53 = 1.5 # Nuka Cola Company
                }
                neutrality = 45.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 20
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    BLR = 36 # Texas Reformed
                    TEX = 36 # New Church
                    CZE = 30 # Spiders
                    U53 = 25 # Nuka Cola
                    AZB = 20 # Dark Cathedral
                    }
                befriend = {
                    ARG = 30 # Harlequins
                    AFG = 20 # Kansas Free Starte
                    BEN = 10 # Beastlords
                    ANG = 5  # Junkers
                    MAD = 5  # Mayan Empire
                    }
    
                AA_batteries = yes
                max_AA_level = 8
                AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
                naval_base = yes
                max_naval_base = 8
                naval_base_provs = { 2692 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 40
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 10
                    militia             = 5
                #                85 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 0
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                5 %
    
                aircraft     = 1
    
                # Borders with specific countries
                country_priorities = {
                    CZE = 30 # Spiders
                    TEX = 20 # New Church
                    BLR = 15 # Texas Reformed
                    AZB = 10 # Dark Cathedral
                    U53 = 10 # Nuka Cola Company
                }
    
            CSA_2253.ai:
                max_front_ratios = {
                    AZB = 2.0 # Dark Cathedral
                    CZE = 2.0 # Spiders
                    TEX = 2.0 # New Church
                    BLR = 1.5 # Texas Reformed
                    U53 = 1.5 # Nuka Cola Company
                }
                neutrality = 40.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
                combat = {
                    BLR = 40 # Texas Reformed
                    TEX = 40 # New Church
                    CZE = 35 # Spiders
                    U53 = 30 # Nuka Cola
                    AZB = 25 # Dark Cathedral
                    AUS = 10 # Zombie Apocalypse
                    }
    
                befriend = {
                    ARG = 30 # Harlequins
                    AFG = 20 # Kansas Free Starte
                    BEN = 10 # Beastlords
                    ANG = 5  # Junkers
                    HOL = 5  # New Arroyo
                    MAD = 5  # Mayan Empire
                    MOR = 5  # New Canaan
                    POR = 5  # Gecko
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
                naval_base = yes
                max_naval_base = 10
                naval_base_provs = { 2692 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 40
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 10
                    militia             = 5
                #                85 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 0
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                5 %
    
                aircraft     = 1
    
                # Borders with specific countries
                country_priorities = {
                    CZE = 30 # Spiders
                    TEX = 20 # New Church
                    BLR = 15 # Texas Reformed
                    AZB = 10 # Dark Cathedral
                    U53 = 10 # Nuka Cola Company
                }
    
    
    
            CSA_2255.ai:
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    ENG = 3.0 # Enclave
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    AZB = 2.0 # Dark Cathedral
                    CZE = 2.0 # Spiders
                    TEX = 2.0 # New Church
                    BLR = 1.5 # Texas Reformed
                    U53 = 1.5 # Nuka Cola Company
                } 
                neutrality = 35.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 30
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    BLR = 45 # Texas Reformed
                    TEX = 45 # New Church
                    CZE = 40 # Spiders
                    U53 = 35 # Nuka Cola
                    AZB = 30 # Dark Cathedral
                    AUS = 15 # Zombie Apocalypse
                    }
    
                befriend = {
                    ARG = 30 # Harlequins
                    AFG = 20 # Kansas Free Starte
                    BEN = 10 # Beastlords
                    ANG = 5  # Junkers
                    HOL = 5  # New Arroyo
                    MAD = 5  # Mayan Empire
                    MOR = 5  # New Canaan
                    MTN = 5  # Calgary Confederacy
                    POR = 5  # Gecko
                    PRK = 5  # Polar Station Zeta
                    USA = 5  # The States
                    }
                   
                AA_batteries = yes
                    max_AA_level = 10
                    AA_provs = { 678 676 677 2692 6274 6320 6430 }
    
                naval_base = yes
                max_naval_base = 10
                naval_base_provs = { 2692 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 0
                    motorized             = 5
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 15
                    marine                 = 40
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                    = 10
                    militia             = 5
                #                85 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 0
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                5 %
    
                aircraft     = 1
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 30 # New California Republic
                    CZE = 30 # Spiders
                    ENG = 30 # Enclave
                    PRK = 30 # Polar Station Zeta
                    USA = 30 # The States
                    TEX = 20 # New Church
                    BLR = 15 # Texas Reformed
                    AZB = 10 # Dark Cathedral
                    U53 = 10 # Nuka Cola Company
                }
    
        DEN/Den:
            - New files, allowing Den to switch to a new ai further into the game: DEN_2249.ai, DEN_2251.ai:, DEN_2253.ai and DEN_2255.ai.
            - Expanded on certain things.
            - Den will now properly build forts and AA. It will also build air fields later on.
            - Will become less neutral (prone to alliances and such) and more warlike as the game goes on, with every file following the same standard the original files did (-10 neutrality and +20 war every two years, respectively)
            - Will now use offensive supply
            - Will now research air techs and build a small airforce later on, a mix of prop fighters and bomber zeppelins. Its mainly there to defend on the air against other airforces and punish players without airforces... for now.
            - Will now make friends with The Enclave
            - Will now place special priority in defending borders against certain countries.
            - Added maximum upgrading and reinforcement sliders.
            - Added max redeploying and max_fuel_offensive, the later increases with the date.
            - Maximum front ratios set. Will place extra emphasis in late game against the two (three) alliance leader majors.
    
            DEN_2245.ai
                switch = yes # [yes/no]
                max_front_ratio = 1.2
                max_garrison_prop = 0.30
                min_garrison_prop = 0.20
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    GER = 2.0 # Vault City
                } 
                neutrality = 75.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = -20
                strat_redeploy_threshold = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                exp_force_ratio = 0.50
                exp_force_ratios = { }
    
                combat = {
                    GER = 20 # Vault City
                    CAL = 20 # NCR
                    #ARM = 15 # Kurtz' Camp
                    AST = 10 # The Under-Nation
                    JAP = 10 # Robot Nation
                    SOV = 10 # Mutant Army
                    MEX = 10 # NROM
                    }
    
                befriend = {
                    ENG = 50 # Enclave
                    FRA = 50 # New Reno
                    SWE = 50 # The Hub
                    HON = 40 # Mexican Raiders
                    NOR = 30 # The Huns
                    ALB = 20 # Caesar's Legion
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    ROM = 20 # Redding
                    CHC = 10 # Shi Empire
                    IRQ = 10 # Vipers
                    TUR = 10 # Necropolis
                    }
    
                protect = {
                    FRA = 50 # New Reno
                    SWE = 30 # The Hub
                    ROM = 20 # Redding
                    SCH = 20 # Pioneer Alliance
                    TUR = 10 # Necropolis
                    }
    
                AA_batteries = yes
                max_AA_level = 2
                AA_provs = { 767 }
    
                land_fort = yes
                max_land_level = 2
                fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL }
                fort_provs = { 767 }
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 20 # New California Republic
                    ENG = 10 # Enclave
                    GER = 10 # Vault City
                    }
               
    
            DEN_2247.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    GER = 2.0 # Vault City
                } 
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 400
                combat = {
                    GER = 20 # Vault City
                    CAL = 20 # NCR
                    #ARM = 15 # Kurtz' Camp
                    AST = 10 # The Under-Nation
                    JAP = 10 # Robot Nation
                    SOV = 10 # Mutant Army
                    MEX = 10 # NROM
                    }
    
                befriend = {
                    ENG = 50 # Enclave
                    FRA = 50 # New Reno
                    SWE = 50 # The Hub
                    HON = 40 # Mexican Raiders
                    NOR = 30 # The Huns
                    ALB = 20 # Caesar's Legion
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    ROM = 20 # Redding
                    CHC = 10 # Shi Empire
                    IRQ = 10 # Vipers
                    TUR = 10 # Necropolis
                    }
    
                AA_batteries = yes
                max_AA_level = 4
                AA_provs = { 767 }
    
                land_fort = yes
                max_land_level = 4
                fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
                fort_provs = { 767 }
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 20 # New California Republic
                    ENG = 10 # Enclave
                    GER = 10 # Vault City
                    }
    
            DEN_2249.ai:
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    GER = 2.0 # Vault City
                } 
                neutrality = 55.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 20
                strat_redeploy_threshold = 25
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
    
                combat = {
                    GER = 20 # Vault City
                    CAL = 20 # NCR
                    #ARM = 15 # Kurtz' Camp
                    AST = 10 # The Under-Nation
                    JAP = 10 # Robot Nation
                    SOV = 10 # Mutant Army
                    MEX = 10 # NROM
                    }
    
                befriend = {
                    ENG = 50 # Enclave
                    FRA = 50 # New Reno
                    SWE = 50 # The Hub
                    HON = 40 # Mexican Raiders
                    NOR = 30 # The Huns
                    ALB = 20 # Caesar's Legion
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    ROM = 20 # Redding
                    CHC = 10 # Shi Empire
                    IRQ = 10 # Vipers
                    TUR = 10 # Necropolis
                    }
    
                AA_batteries = yes
                max_AA_level = 6
                AA_provs = { 767 }
    
                air_base = yes
                max_air_base = 3
                air_base_provs = { 767 }
    
                land_fort = yes
                max_land_level = 6
                fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
                fort_provs = { 767 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 0
                    motorized             = 10
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 10
                    marine                 = 25
                    bergsjaeger         = 0
                    garrison            = 10
                    hq                     = 5
                    militia             = 30
                #                95 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 0
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                05 %
    
                4180 # Prop Aircraftt
                4190 # Basic Scrap-Plane
                4200 # Improved Scrap-Plane
                4210 # New Era Fighter
                4220 # Proto-aviation
                4230 # Gliders
                4240 # Powered Flight
                4250 # Aircraft Implications
                4260 # Flight Theory
                4270 # Flight Tests
                4280 # Advanced Tests
                4290 # Wingmen
                4300 # Cooperation
                4310 # Large Formation Tactics
                4320 # Bombing Runs
                4330 # Veteran Bombers
                4340 # Bomber Efficiency
                4350 # Tactics Testing
                4360 # Task Flexibility
                4370 # Air Command
                4380 # Air Combat
                4390 # Fighter Veterans
                4400 # Air Supremacy
                4420 # Air Tech Recovery
    
                aircraft     = 2
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 20 # New California Republic
                    ENG = 10 # Enclave
                    GER = 10 # Vault City
                    }
    
            DEN_2251.ai:
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    GER = 2.0 # Vault City
                } 
                neutrality = 45.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 40
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
    
                combat = {
                    GER = 20 # Vault City
                    CAL = 20 # NCR
                    #ARM = 15 # Kurtz' Camp
                    AST = 10 # The Under-Nation
                    JAP = 10 # Robot Nation
                    SOV = 10 # Mutant Army
                    MEX = 10 # NROM
                    }
    
                befriend = {
                    ENG = 50 # Enclave
                    FRA = 50 # New Reno
                    SWE = 50 # The Hub
                    HON = 40 # Mexican Raiders
                    NOR = 30 # The Huns
                    ALB = 20 # Caesar's Legion
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    ROM = 20 # Redding
                    CHC = 10 # Shi Empire
                    IRQ = 10 # Vipers
                    TUR = 10 # Necropolis
                    }
    
                AA_batteries = yes
                max_AA_level = 8
                AA_provs = { 767 }
    
                air_base = yes
                max_air_base = 8
                air_base_provs = { 767 }
    
                air_base = yes
                max_air_base = 6
                air_base_provs = { 767 }
    
                land_fort = yes
                max_land_level = 8
                fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
                fort_provs = { 767 }
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 20 # New California Republic
                    ENG = 10 # Enclave
                    GER = 10 # Vault City
                    }
    
    
    
            DEN_2253.ai:
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    GER = 2.0 # Vault City
                } 
                neutrality = 35.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 60
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
    
                combat = {
                    GER = 20 # Vault City
                    CAL = 20 # NCR
                    #ARM = 15 # Kurtz' Camp
                    AST = 10 # The Under-Nation
                    JAP = 10 # Robot Nation
                    SOV = 10 # Mutant Army
                    MEX = 10 # NROM
                    }
    
                befriend = {
                    ENG = 50 # Enclave
                    FRA = 50 # New Reno
                    SWE = 50 # The Hub
                    HON = 40 # Mexican Raiders
                    NOR = 30 # The Huns
                    ALB = 20 # Caesar's Legion
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    ROM = 20 # Redding
                    CHC = 10 # Shi Empire
                    IRQ = 10 # Vipers
                    TUR = 10 # Necropolis
                    }
    
                AA_batteries = yes
                max_AA_level = 10
                AA_provs = { 767 }
    
                air_base = yes
                max_air_base = 9
                air_base_provs = { 767 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
                fort_provs = { 767 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 0
                    motorized             = 10
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 10
                    marine                 = 25
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 30
                #                90 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                10 %
    
                4120 # Zeppelins
                4130 # Transport Zeppelin
                4140 # Improved Transport Zeppelin
                4150 # Zeppelin Bomber
                4160 # Improved Zeppelin Bomber
                4170 # Sky Fortress
                4180 # Prop Aircraftt
                4190 # Basic Scrap-Plane
                4200 # Improved Scrap-Plane
                4210 # New Era Fighter
                4220 # Proto-aviation
                4230 # Gliders
                4240 # Powered Flight
                4250 # Aircraft Implications
                4260 # Flight Theory
                4270 # Flight Tests
                4280 # Advanced Tests
                4290 # Wingmen
                4300 # Cooperation
                4310 # Large Formation Tactics
                4320 # Bombing Runs
                4330 # Veteran Bombers
                4340 # Bomber Efficiency
                4350 # Tactics Testing
                4360 # Task Flexibility
                4370 # Air Command
                4380 # Air Combat
                4390 # Fighter Veterans
                4400 # Air Supremacy
                4420 # Air Tech Recovery
    
                aircraft     = 2
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 20 # New California Republic
                    ENG = 10 # Enclave
                    GER = 10 # Vault City
                    }
    
            DEN_2255.ai:
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    PRK = 3.0 # Polar Station Zeta
                    USA = 3.0 # The States
                    GER = 2.0 # Vault City
                }
                neutrality = 25.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                war = 80
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    GER = 20 # Vault City
                    CAL = 20 # NCR
                    #ARM = 15 # Kurtz' Camp
                    AST = 10 # The Under-Nation
                    JAP = 10 # Robot Nation
                    SOV = 10 # Mutant Army
                    MEX = 10 # NROM
                    }
    
                befriend = {
                    ENG = 50 # Enclave
                    FRA = 50 # New Reno
                    SWE = 50 # The Hub
                    HON = 40 # Mexican Raiders
                    NOR = 30 # The Huns
                    ALB = 20 # Caesar's Legion
                    ITA = 20 # Brotherhood of Steel
                    SCH = 20 # Pioneer Alliance
                    ROM = 20 # Redding
                    CHC = 10 # Shi Empire
                    IRQ = 10 # Vipers
                    TUR = 10 # Necropolis
                    }
    
                air_base = yes
                max_air_base = 10
                air_base_provs = { 767 }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
                fort_provs = { 767 }
    
                    #### Divisions etc...
                    infantry             = 0
                    cavalry             = 0
                    motorized             = 10
                    mechanized             = 0
                    light_armor         = 5
                    armor                 = 0
                    paratrooper         = 10
                    marine                 = 25
                    bergsjaeger         = 0
                    garrison            = 5
                    hq                     = 5
                    militia             = 30
                #                90 %
                    interceptor         = 0
                    multi_role             = 5
                    cas                 = 0
                    strategic_bomber     = 5
                    tactical_bomber     = 0
                    naval_bomber         = 0
                    transport_plane     = 0
                    flying_bomb         = 0
                    flying_rocket         = 0
                #                10 %
    
                4120 # Zeppelins
                4130 # Transport Zeppelin
                4140 # Improved Transport Zeppelin
                4150 # Zeppelin Bomber
                4160 # Improved Zeppelin Bomber
                4170 # Sky Fortress
                4180 # Prop Aircraftt
                4190 # Basic Scrap-Plane
                4200 # Improved Scrap-Plane
                4210 # New Era Fighter
                4220 # Proto-aviation
                4230 # Gliders
                4240 # Powered Flight
                4250 # Aircraft Implications
                4260 # Flight Theory
                4270 # Flight Tests
                4280 # Advanced Tests
                4290 # Wingmen
                4300 # Cooperation
                4310 # Large Formation Tactics
                4320 # Bombing Runs
                4330 # Veteran Bombers
                4340 # Bomber Efficiency
                4350 # Tactics Testing
                4360 # Task Flexibility
                4370 # Air Command
                4380 # Air Combat
                4390 # Fighter Veterans
                4400 # Air Supremacy
                4420 # Air Tech Recovery
    
                aircraft     = 2
    
                # Borders with specific countries
                country_priorities = {
                    CAL = 30 # New California Republic
                    PRK = 30 # Polar Station Zeta
                    USA = 30 # The States
                    ENG = 10 # Enclave
                    GER = 10 # Vault City
                    }
    
    
        Enclave/ENG:
            - Enclave fort building configurations changed:
                - Will now actually build forts (was bugged, would have not fortified anything)
                - Will not build any forts in borders except that of a few majors and important foes at start of game.
                - Will only build forts in Alaska after 2247, to prevent it from wasting efforts building forts where the "Alaska United" would build then. Then it will build up on them to create killer fortifications.
                - Enclave now builds IC in more provinces, instead of merely two, allowing the Enclave to build up more industry faster.
                - Enclave neutrality will fall with time, going from 40/30/20, changing every two dates.
                - Will now place special priority in defending borders against certain countries.
                - Added maximum upgrading and reinforcement sliders.
                - Will now use offensive supply.
                - Added max redeploying and max_fuel_offensive, the later increases with the date.
                - Maximum front ratios set. Will place extra emphasis in late game against the two (three) alliance leader majors.
                - Mwhahahahahahahahaha, MWHAHAHAHAHHAHAHAHAHAHHA! MWHAHAHAHAHAHAHHAHAHAHAHAH!
    
            ENG_2245.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    USA = 3.0 # The States
                    CHC = 2.0 # Shi Empire
                    HOL = 2.0 # New Arroyo
                    POL = 1.5 # Broken Hills
                    POR = 1.5 # Gecko
                } 
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    CHC = 80 # Shi Empire
                    POL = 50 # Broken Hills
                    POR = 40 # Gecko
                    TUR = 40 # Necropolis   
                    HOL = 30 # New Arroyo
                    USA = 30 # FUSA
                    AFG = 20 # Kansas Free State
                    MTN = 15 # Calgary Confederation. Some agression
                    SCH = 15 # Pioneer Alliance   
                    BEN = 5  # Beastlords
                    SOV = 5  # Mutant Army. Was 40, then 35.   
                    }
    
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno   
                    SWE = 40 # Hub
                    GER = 30 # Vault City
                    HON = 20 # Mexican Raiders
                    IRQ = 20 # The Vipers
                    NOR = 20 # The Huns   
                    CAN = 10 # RCC   
                    }
    
                land_fort = yes
                max_land_level = 2
                fort_borders = { CAL USA PRK HOL }
                fort_provs = { } # Will only fortify Anchorage after 2247, so that it doesn't waste IC fortifying it before getting the forts from Alaska United. It will then fortify multiple defensive lines instead.
    
                # Borders with specific countries
                country_priorities = {
                    CHC = 50 # Shi Empire
                    HOL = 30 # New Arroyo
                    CAL = 10 # New California Republic
                    ITA = 10 # Brotherhood of Steel
                    MTN = 10 # Calgary Confederacy
                    }
    
            ENG_2247.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    USA = 3.0 # The States
                    CHC = 2.0 # Shi Empire
                    HOL = 2.0 # New Arroyo
                    MTN = 1.5 # Calgary Confederacy
                    POL = 1.5 # Broken Hills
                    POR = 1.5 # Gecko
                } 
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 200
                combat = {
                    U33 = 100 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.
                    CHC = 80 # Shi Empire
                    POL = 50 # Broken Hills
                    POR = 40 # Gecko
                    TUR = 40 # Necropolis   
                    USA = 30 # FUSA   
                    HOL = 30 # New Arroyo
                    MTN = 25 # Calgary Confederation. Most likely target
                    AFG = 20 # Kansas Free State
                    SCH = 15 # Pioneer Alliance
                    BEN = 10 # Beastlords
                    SOV = 10 # Mutant Army. Was 30, now 10.
                    }
    
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno   
                    SWE = 40 # Hub
                    GER = 30 # Vault City
                    HON = 20 # Mexican Raiders
                    IRQ = 20 # The Vipers
                    NOR = 20 # The Huns       
                    CAN = 10 # RCC
                    }
                       
                land_fort = yes
                max_land_level = 3
                fort_borders = { CAL USA PRK HOL }
                fort_provs = {
                    # Anchorage Frontline
                    766  # Anchorage
                    550  # Fairbanks
                    6853 # Palmer
                    6865 # Nenana
                   
                    # Alaska Frontline
                    6851 # Chilkat
                    6863 # Delta Junction
                    6864 # Eagle
                   
                    # Yukon-Alaska Frontline
                    6793 # Forty Mile
                    6791 # Burwash Landing
                    6844 # Yakutat
                }
    
                ic_at_war = yes
                force_ic_until = 2246
                ic_end_year = 2259
                IC_provs = {
                    766  # Anchorage
                    692  # Unalaska Island
                    6854 # Old Tyonek
                    6868 # Kenai
                    6870 # Cold Bay
                    6874 # False Pass
                    }
                # Borders with specific countries
                country_priorities = {
                    CHC = 50 # Shi Empire
                    HOL = 30 # New Arroyo
                    CAL = 10 # New California Republic
                    ITA = 10 # Brotherhood of Steel
                    MTN = 10 # Calgary Confederacy
                    }
    
            ENG_2249.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    USA = 3.0 # The States
                    CHC = 2.0 # Shi Empire
                    HOL = 2.0 # New Arroyo
                    MTN = 1.5 # Calgary Confederacy
                    POL = 1.5 # Broken Hills
                    POR = 1.5 # Gecko
                } 
                neutrality = 30.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 600
    
                combat = {
                    U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.   
                    CHC = 80 # Shi Empire
                    POL = 50 # Broken Hills
                    MTN = 45 # Calgary Confederation. Time to die, I guess
                    POR = 40 # Gecko
                    TUR = 40 # Necropolis
                    HOL = 30 # New Arroyo
                    USA = 30 # FUSA       
                    AFG = 20 # Kansas Free State
                    SCH = 20 # Pioneer Alliance
                    SOV = 20 # Mutant Army
                    ARA = 15 # Warriors of Ice
                    BEN = 15 # Beastlords
                    CAL = 5  # New California Republic
                    ITA = 5  # Brotherhood of Steel
                    ROM = 5  # Redding
                    }
    
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno   
                    SWE = 40 # Hub
                    GER = 30 # Vault City
                    HON = 20 # Mexican Raiders
                    IRQ = 20 # The Vipers
                    NOR = 20 # The Huns   
                    TEX = 20 # New Church   
                    CAN = 10 # RCC
                    }
    
                land_fort = yes
                max_land_level = 5
                fort_borders = { CAL HOL ITA PRK SOV USA }
                fort_provs = {
                    # Anchorage Frontline
                    766  # Anchorage
                    550  # Fairbanks
                    6853 # Palmer
                    6865 # Nenana
                   
                    # Alaska Frontline
                    6851 # Chilkat
                    6863 # Delta Junction
                    6864 # Eagle
                   
                    # Yukon-Alaska Frontline
                    6793 # Forty Mile
                    6791 # Burwash Landing
                    6844 # Yakutat
                }
    
                ic_at_war = yes
                force_ic_until = 2246
                ic_end_year = 2259
                IC_provs = {
                    766  # Anchorage
                    692  # Unalaska Island
                    6854 # Old Tyonek
                    6861 # Shageluk   
                    6868 # Kenai
                    6869 # Kodiak Island
                    6870 # Cold Bay
                    6874 # False Pass
                    }
    
                # Borders with specific countries
                country_priorities = {
                    CHC = 50 # Shi Empire
                    HOL = 30 # New Arroyo
                    CAL = 20 # New California Republic
                    ITA = 20 # Brotherhood of Steel
                    MTN = 10 # Calgary Confederacy
                    }
    
    
            ENG_2251.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    USA = 3.0 # The States
                    PRK = 3.0 # Polar Station Zeta
                    CHC = 2.0 # Shi Empire
                    HOL = 2.0 # New Arroyo
                    ITA = 2.0 # Brotherhood of Steel
                    SOV = 2.0 # Mutant Army
                    MTN = 1.5 # Calgary Confederacy
                    POL = 1.5 # Broken Hills
                    POR = 1.5 # Gecko
                } 
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 800
                combat = {
                    U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.
                    CHC = 90 # Shi Empire
                    POL = 60 # Broken Hills
                    MTN = 55 # Calgary Confederation. Time to die, I guess
                    POR = 50 # Gecko
                    TUR = 50 # Necropolis   
                    HOL = 40 # New Arroyo
                    USA = 40 # FUSA   
                    AFG = 30 # Kansas Free State
                    ARA = 30 # Warriors of Ice
                    SCH = 30 # Pioneer Alliance
                    SOV = 30 # Mutant Army
                    BEN = 20 # Beastlords   
                    CAL = 10 # New California Republic
                    ITA = 10 # Brotherhood of Steel
                    ROM = 10 # Redding   
                    AST = 5  # Under-Nation
                    BHU = 5  # White Legs
                    BRA = 5  # Reservation
                    MOR = 5  # New Canaan
                    WLL = 5  # Wanamingo Dawn
                    }
    
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno   
                    SWE = 40 # Hub
                    GER = 30 # Vault City
                    HON = 20 # Mexican Raiders
                    IRQ = 20 # The Vipers
                    NOR = 20 # The Huns   
                    TEX = 20 # New Church   
                    ALB = 10 # Caesar's Legion
                    BLR = 10 # God-Machine
                    CAN = 10 # RCC
                    JAP = 10 # Robot Nation
                    }
    
                land_fort = yes
                max_land_level = 7
                fort_borders = { CAL HOL ITA PRK SOV USA }
                fort_provs = {
                    # Anchorage Frontline
                    766  # Anchorage
                    550  # Fairbanks
                    6853 # Palmer
                    6865 # Nenana
                   
                    # Alaska Frontline
                    6851 # Chilkat
                    6863 # Delta Junction
                    6864 # Eagle
                   
                    # Yukon-Alaska Frontline
                    6793 # Forty Mile
                    6791 # Burwash Landing
                    6844 # Yakutat
                }
    
                ic_at_war = yes
                force_ic_until = 2246
                ic_end_year = 2259
                IC_provs = {
                    766  # Anchorage
                    692  # Unalaska Island
                    6854 # Old Tyonek
                    6861 # Shageluk   
                    6868 # Kenai
                    6869 # Kodiak Island
                    6870 # Cold Bay
                    6874 # False Pass
                    }
    
                # Borders with specific countries
                country_priorities = {
                    USA = 50 # The States
                    CHC = 30 # Shi Empire
                    HOL = 30 # New Arroyo
                    CAL = 20 # New California Republic
                    ITA = 20 # Brotherhood of Steel
                    MTN = 10 # Calgary Confederacy
                    }
    
    
    
            ENG_2253.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    USA = 3.0 # The States
                    PRK = 3.0 # Polar Station Zeta
                    AZB = 2.0 # Dark Cathedral
                    CHC = 2.0 # Shi Empire
                    HOL = 2.0 # New Arroyo
                    ITA = 2.0 # Brotherhood of Steel
                    SOV = 2.0 # Mutant Army
                    MTN = 1.5 # Calgary Confederacy
                    POL = 1.5 # Broken Hills
                    POR = 1.5 # Gecko
                }   
                neutrality = 20.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1000
    
                combat = {
                    U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works
                    CHC = 90 # Shi Empire
                    POL = 60 # Broken Hills
                    MTN = 55 # Calgary Confederation. Time to die, I guess
                    ARA = 50 # Warriors of Ice.
                    HOL = 50 # New Arroyo
                    POR = 50 # Gecko
                    TUR = 50 # Necropolis   
                    AFG = 40 # Kansas Free State
                    SCH = 40 # Pioneer Alliance
                    SOV = 40 # Mutant Army
                    USA = 40 # FUSA   
                    BEN = 20 # Beastlords
                    CAL = 15 # New California Republic
                    ITA = 15 # Brotherhood of Steel
                    ROM = 15 # Redding   
                    AST = 10 # Under-Nation
                    BHU = 10 # White Legs
                    BRA = 10 # Reservation
                    MOR = 10 # New Canaan
                    WLL = 10 # Wanamingo Dawn
                    ALG = 5  # Darien Tribes
                    ARG = 5  # Harlequins
                    AZB = 5  # Dark Cathedral
                    CSA = 5  # Manitou Tribes
                    MAD = 5  # Mayan Empire
                    MEX = 5  # New Republic of Mexico
                    }
    
                land_fort = yes
                max_land_level = 10
                fort_borders = { CAL HOL ITA PRK SOV USA }
                fort_provs = {
                    # Anchorage Frontline
                    766  # Anchorage
                    550  # Fairbanks
                    6853 # Palmer
                    6865 # Nenana
                   
                    # Alaska Frontline
                    6851 # Chilkat
                    6863 # Delta Junction
                    6864 # Eagle
                   
                    # Yukon-Alaska Frontline
                    6793 # Forty Mile
                    6791 # Burwash Landing
                    6844 # Yakutat
                } 
    
                ic_at_war = yes
                force_ic_until = 2246
                ic_end_year = 2259
                IC_provs = {
                    766  # Anchorage
                    692  # Unalaska Island
                    6854 # Old Tyonek
                    6861 # Shageluk   
                    6868 # Kenai
                    6869 # Kodiak Island
                    6870 # Cold Bay
                    6874 # False Pass
                    }
    
                # Borders with specific countries
                country_priorities = {
                    USA = 50 # The States
                    CAL = 50 # New California Republic
                    PRK = 50 # Polar Station Zeta
                    CHC = 30 # Shi Empire
                    HOL = 30 # New Arroyo
                    ITA = 30 # Brotherhood of Steel
                    MTN = 10 # Calgary Confederacy
                    }
    
    
            ENG_2255.ai
                max_front_ratios = {
                    CAL = 3.0 # New California Republic
                    USA = 3.0 # The States
                    PRK = 3.0 # Polar Station Zeta
                    AZB = 2.0 # Dark Cathedral
                    CHC = 2.0 # Shi Empire
                    HOL = 2.0 # New Arroyo
                    ITA = 2.0 # Brotherhood of Steel
                    MEX = 2.0 # New Republic of Mexico
                    SOV = 2.0 # Mutant Army
                    MTN = 1.5 # Calgary Confederacy
                    POL = 1.5 # Broken Hills
                    POR = 1.5 # Gecko
                } 
                neutrality = 20.000
                upgrading = 0.1
                reinforcement = 0.3    # max % of ic used on this slider.
                max_redeploying = 0.25
                use_offensive_supply = yes
                max_fuel_offensive = 1200
                combat = {
                    U33 = 200  # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works
                    CHC = 100 # Shi Empire
                    USA = 100 # FUSA   
                    HOL = 60  # New Arroyo
                    MTN = 60  # Calgary Confederation. Time to die, I guess
                    POL = 60  # Broken Hills
                    TUR = 60  # Necropolis
                    POR = 55  # Gecko
                    ARA = 50  # Warriors of Ice.
                    SOV = 50  # Mutant Army
                    AFG = 45  # Kansas Free State
                    SCH = 45  # Pioneer Alliance
                    BEN = 25  # Beastlords
                    CAL = 20  # New California Republic
                    ITA = 20  # Brotherhood of Steel
                    ROM = 20  # Redding   
                    AST = 15  # Under-Nation
                    BHU = 15  # White Legs
                    BRA = 15  # Reservation
                    MOR = 15  # New Canaan
                    WLL = 15  # Wanamingo Dawn
                    ALG = 10  # Darien Tribes
                    ARG = 10  # Harlequins
                    AZB = 10  # Dark Cathedral
                    CSA = 10  # Manitou Tribes
                    MAD = 10  # Mayan Empire
                    MEX = 10  # New Republic of Mexico
                    }
    
                befriend = {
                    DEN = 50 # Den
                    FRA = 50 # New Reno   
                    SWE = 40 # Hub
                    GER = 30 # Vault City
                    HON = 20 # Mexican Raiders
                    IRQ = 20 # The Vipers
                    NOR = 20 # The Huns   
                    TEX = 20 # New Church   
                    ALB = 10 # Caesar's Legion
                    BLR = 10 # God-Machine
                    CAN = 10 # RCC
                    JAP = 10 # Robot Nation
                    ANG = 10 # Junkers
                    }
    
                land_fort = yes
                    max_land_level = 10
                    fort_borders = { CAL HOL ITA PRK SOV USA }
                    fort_provs = {
                        # Anchorage Frontline
                        766  # Anchorage
                        550  # Fairbanks
                        6853 # Palmer
                        6865 # Nenana
                       
                        # Alaska Frontline
                        6851 # Chilkat
                        6863 # Delta Junction
                        6864 # Eagle
                       
                        # Yukon-Alaska Frontline
                        6793 # Forty Mile
                        6791 # Burwash Landing
                        6844 # Yakutat
                    }  
    
                ic_at_war = yes
                force_ic_until = 2246
                ic_end_year = 2259
                IC_provs = {
                    766  # Anchorage
                    692  # Unalaska Island
                    6854 # Old Tyonek
                    6861 # Shageluk   
                    6868 # Kenai
                    6869 # Kodiak Island
                    6870 # Cold Bay
                    6874 # False Pass
                    }
                   
                nuclear_reactor = yes   
                nuclear_reactor_prov = 6874                
                max_nuclear = 10
    
                # Borders with specific countries
                country_priorities = {
                    USA = 50 # The States
                    CAL = 50 # New California Republic
                    PRK = 50 # Polar Station Zeta
                    CHC = 30 # Shi Empire
                    HOL = 30 # New Arroyo
                    ITA = 30 # Brotherhood of Steel
                    MTN = 10 # Calgary Confederacy
                    }
    
    
            SPA_2245.ai:
                technology = {
                        preference         = {
                        4080 # Helicopters
                        4090 # Transport Chopper
                        4100 # Basic Attack Chopper
                        4110 # New Era Firehawk
                        4180 # Prop Aircraft
                        4190 # Scrap Fighter
                        4200 # Basic Prop Fighter
                        4210 # New Era Fighter
                        4220 # Proto-aviation
                        4230 # Gliders
                        4240 # Powered Flight
                        4250 # Aircraft Implications
                        4260 # Flight Theory
                        4270 # Flight Tests
                        4280 # Advanced Tests
                        4290 # Wingmen
                        4300 # Cooperation
                        4310 # Large Formation Tactics
                        4320 # Bombing Runs
                        4330 # Veteran Bombers
                        4340 # Bomber Efficiency
                        4350 # Tactics Testing
                        4360 # Task Flexibility
                        4370 # Air Command
                        4380 # Air Combat
                        4390 # Fighter Veterans
                        4400 # Air Supremacy
                        4410 # Scrap Attack Chopper
                        4420 # Air Tech Recovery
                        4430 # Jet Engines
                        4440 # Scrap Jet Interceptor
                        4450 # Early Jet Interceptor
                        4460 # New Era Interceptor
                        }
    
            SPA_2247.ai
                technology = {
                        preference         = {
                        4080 # Helicopters
                        4090 # Transport Chopper
                        4100 # Basic Attack Chopper
                        4110 # New Era Firehawk
                        4180 # Prop Aircraft
                        4190 # Scrap Fighter
                        4200 # Basic Prop Fighter
                        4210 # New Era Fighter
                        4220 # Proto-aviation
                        4230 # Gliders
                        4240 # Powered Flight
                        4250 # Aircraft Implications
                        4260 # Flight Theory
                        4270 # Flight Tests
                        4280 # Advanced Tests
                        4290 # Wingmen
                        4300 # Cooperation
                        4310 # Large Formation Tactics
                        4320 # Bombing Runs
                        4330 # Veteran Bombers
                        4340 # Bomber Efficiency
                        4350 # Tactics Testing
                        4360 # Task Flexibility
                        4370 # Air Command
                        4380 # Air Combat
                        4390 # Fighter Veterans
                        4400 # Air Supremacy
                        4410 # Scrap Attack Chopper
                        4420 # Air Tech Recovery
                        4430 # Jet Engines
                        4440 # Scrap Jet Interceptor
                        4450 # Early Jet Interceptor
                        4460 # New Era Interceptor
                        }
    
            SPA_2249.ai
                technology = {
                        preference         = {
                        4080 # Helicopters
                        4090 # Transport Chopper
                        4100 # Basic Attack Chopper
                        4110 # New Era Firehawk
                        4180 # Prop Aircraft
                        4190 # Scrap Fighter
                        4200 # Basic Prop Fighter
                        4210 # New Era Fighter
                        4220 # Proto-aviation
                        4230 # Gliders
                        4240 # Powered Flight
                        4250 # Aircraft Implications
                        4260 # Flight Theory
                        4270 # Flight Tests
                        4280 # Advanced Tests
                        4290 # Wingmen
                        4300 # Cooperation
                        4310 # Large Formation Tactics
                        4320 # Bombing Runs
                        4330 # Veteran Bombers
                        4340 # Bomber Efficiency
                        4350 # Tactics Testing
                        4360 # Task Flexibility
                        4370 # Air Command
                        4380 # Air Combat
                        4390 # Fighter Veterans
                        4400 # Air Supremacy
                        4410 # Scrap Attack Chopper
                        4420 # Air Tech Recovery
                        4430 # Jet Engines
                        4440 # Scrap Jet Interceptor
                        4450 # Early Jet Interceptor
                        4460 # New Era Interceptor
                        }
    
            SPA_2251.ai
                technology = {
                        preference         = {
                        4080 # Helicopters
                        4090 # Transport Chopper
                        4100 # Basic Attack Chopper
                        4110 # New Era Firehawk
                        4180 # Prop Aircraft
                        4190 # Scrap Fighter
                        4200 # Basic Prop Fighter
                        4210 # New Era Fighter
                        4220 # Proto-aviation
                        4230 # Gliders
                        4240 # Powered Flight
                        4250 # Aircraft Implications
                        4260 # Flight Theory
                        4270 # Flight Tests
                        4280 # Advanced Tests
                        4290 # Wingmen
                        4300 # Cooperation
                        4310 # Large Formation Tactics
                        4320 # Bombing Runs
                        4330 # Veteran Bombers
                        4340 # Bomber Efficiency
                        4350 # Tactics Testing
                        4360 # Task Flexibility
                        4370 # Air Command
                        4380 # Air Combat
                        4390 # Fighter Veterans
                        4400 # Air Supremacy
                        4410 # Scrap Attack Chopper
                        4420 # Air Tech Recovery
                        4430 # Jet Engines
                        4440 # Scrap Jet Interceptor
                        4450 # Early Jet Interceptor
                        4460 # New Era Interceptor
                        }
    
            SPA_2253.ai
                technology = {
                        preference         = {
                        4080 # Helicopters
                        4090 # Transport Chopper
                        4100 # Basic Attack Chopper
                        4110 # New Era Firehawk
                        4180 # Prop Aircraft
                        4190 # Scrap Fighter
                        4200 # Basic Prop Fighter
                        4210 # New Era Fighter
                        4220 # Proto-aviation
                        4230 # Gliders
                        4240 # Powered Flight
                        4250 # Aircraft Implications
                        4260 # Flight Theory
                        4270 # Flight Tests
                        4280 # Advanced Tests
                        4290 # Wingmen
                        4300 # Cooperation
                        4310 # Large Formation Tactics
                        4320 # Bombing Runs
                        4330 # Veteran Bombers
                        4340 # Bomber Efficiency
                        4350 # Tactics Testing
                        4360 # Task Flexibility
                        4370 # Air Command
                        4380 # Air Combat
                        4390 # Fighter Veterans
                        4400 # Air Supremacy
                        4410 # Scrap Attack Chopper
                        4420 # Air Tech Recovery
                        4430 # Jet Engines
                        4440 # Scrap Jet Interceptor
                        4450 # Early Jet Interceptor
                        4460 # New Era Interceptor
                        }
    
            SPA_2255.ai
                technology = {
                        preference         = {
                        4080 # Helicopters
                        4090 # Transport Chopper
                        4100 # Basic Attack Chopper
                        4110 # New Era Firehawk
                        4180 # Prop Aircraft
                        4190 # Scrap Fighter
                        4200 # Basic Prop Fighter
                        4210 # New Era Fighter
                        4220 # Proto-aviation
                        4230 # Gliders
                        4240 # Powered Flight
                        4250 # Aircraft Implications
                        4260 # Flight Theory
                        4270 # Flight Tests
                        4280 # Advanced Tests
                        4290 # Wingmen
                        4300 # Cooperation
                        4310 # Large Formation Tactics
                        4320 # Bombing Runs
                        4330 # Veteran Bombers
                        4340 # Bomber Efficiency
                        4350 # Tactics Testing
                        4360 # Task Flexibility
                        4370 # Air Command
                        4380 # Air Combat
                        4390 # Fighter Veterans
                        4400 # Air Supremacy
                        4410 # Scrap Attack Chopper
                        4420 # Air Tech Recovery
                        4430 # Jet Engines
                        4440 # Scrap Jet Interceptor
                        4450 # Early Jet Interceptor
                        4460 # New Era Interceptor
                        }
           
    
    
    /config
    
        event_text:
            - Added new Tribal Despoiler Raids event name and descriptions.
            - Added description and text for Calgary Welcome and Tribal Despoliation Raid events.
            - Removed all mentions of "Eastern" Brotherhood of Steel and replaced them with "Midwestern". There is no "Eastern Brotherhood of Steel", there has never been any "Eastern" Brotherhood of Steel as of 2245 know to the Elders of Lost Hills nor Bunker Alpha. Please report any mentions of an "Eastern" chapter in the archieves. Remember, there is no such a thing as an "Eastern" Brotherhood of Steel. But perhaps there might be, in the future...?
    
        famous_quotes:
            - Figured how vanilla was displaying bigger quotes than the ones in FODD, which allowed me to add some cool quotes that didn't make the cut before due to size.
    
    
    /db
        /units
            /divisions
                - marine.txt:
                    - Finally fixed the damn error with the first two models of Irregulars having their airattack and airdefence switched.
    
        /events
    
            - Broken Hills.txt: "Start of game - It Aint All Roses": Sets the local flag "pro_ghoul_nation". This allows Broken Hills to gain extra ghoul off-map MP by unifying states.
    
            - Calgary_Confederacy.txt:
                - Created file.
                - Created Welcome event.
                - Created Tribal Despoliation event.
    
           
    
            - Enclave, God_Machine.txt, Midwestern_BoS.txt, Mutant_Army.txt, RCC.txt, The Huns.txt : Added Tribal Despoliation Raid event. Tribal Despoliation is both theft of people (manpower) and resources, being midway between Slave Raids and Tribal Raids, but only gives half of each type of raid gives.
    
            - Gecko.txt: "Start of Game - Welcome to Gecko": Sets the local flag "pro_ghoul_nation". This allows Gecko to gain extra ghoul off-map MP by unifying states.
    
            - Kansas_Free_State.txt and Necropolis.txt:
                - "Final Decision is Union" event will now trigger an event which fixes the military accesses of those countries.
                - "Start of Game - An Awakening" Sets the local flag "pro_ghoul_nation". This allows Necropolis to gain extra ghoul off-map MP by unifying states.
                - "Start of Game - Restoration..." Sets the local flag "pro_ghoul_nation". This allows Kansas Free State to gain extra ghoul off-map MP by unifying states.
    
            - Polar_Station_Zeta.txt:
                - "The Iron Guard" and "Storm Lords" divisions no longer are stat-less Power Armor units.
                - Added Tribal Despoliation Raid event.
                - "Chosen One Revealed" Sets the local flag "pro_ghoul_nation". This allows Polar Station Zeta to gain extra ghoul off-map MP by unifying states.
    
            - Political.txt: Added new events to ensure that AI Puppet Ghoul Nation Necropolis and Gecko will have land access to Wasteland, Marauders, X marks the Spot Alpha, X Marks the Spot Beta, Dead Islands and The Glow. They are triggered by the "Final Decision is Union" AI event.
    
            - Raids.txt:
                - Created Warriors of Ice Tribal Despoiler Raids.
                - Warriors of Ice are the first able to execute a new type of raid: Tribal Despoiler Raid. Despoiler Raids are in-between Slaver Raids and the Tribal Raids. Slaver Raids steal manpower while Tribal Raids steal resources. Tribal Despoiler steals both at half the rate each type of raid does (except supplies, they are at a point between the Slaver and Tribal raid numbers). They are a "midway" between the Slaver and Tribal raids.
                    - Created to account for tribes which capture people and enslave them, but also to account that these tribes would also steal goods (rather than taking people being the end goal). For the moment, the Warriors of Ice are the only tribe which does this.
                - Warriors of Ice can raid the following factions, if they meet the conditions:
                    - Calgary Confederacy
                    - Mutant Army
                    - Polar Station Zeta
                    - God-Machine (in practice its a tribal raid because they have no people to enslave)
                    - Royal Canadian Commonwealth
                    - The Huns
                    - Midwestern Brotherhood of Steel
                    - Enclave
    
            - RCC.txt:
                - "Ghouls in Canada": Sets the local flag "pro_ghoul_nation". This allows the RCC to gain extra ghoul off-map MP by unifying states.
    
            - Reservation.txt:
                - "Start of Game - Welcome to the Reservation" Sets the local flag "pro_ghoul_nation". This allows the RCC to gain extra ghoul off-map MP by unifying states.
    
            - Unifications.txt:
                - States with recalculated manpower will now give the left-over MP (namely, less than 1 MP on-map) in the State Unification event, in the form of daily off-map manpower. So far, Alaska, Arizona, Colorado, New Mexico and Utah have been changed that way. The left-over is not proportional, but rather the remains of the calculations which won't fit as a single manpower point on the map.
                    - The Ghoul popullations of those states have been calculated as well. This will mean more starting off-map mp for some Ghoul nations, sometimes split between nearby ghoul or pro-ghoul nations. A few Ghoul or pro-Ghoul states will gain off-map manpower from unifying those states, if they have the pro_ghoul_nation local flag.
                - Alaska United: Will now give 0.0072 daily off-map mp.
                    - Ghoul MP calculated, no idea what to do with it for now (because only nation here is Enclave)
                - Arizona United: Will now give 0.0054 left-over as daily off-map mp
                    - Nations with the "pro_ghoul_nation" flag get 0.0029 daily mp as well, from local ghoul popullation.
                - Colorado United: Will now give 0.0034 left-over as daily off-map mp
                    - Nations with the "pro_ghoul_nation" flag get 0.0021 daily mp as well, from local ghoul popullation.
                - New Mexico United: Will now give 0.0036 left-over as daily off-map mp
                    - No ghoul MP here, all the ghoul mp here is given as free off-map mp for the Reservation at game-start.
                - Utah United: Will now give 0.0034 left-over as daily off-map mp
                    - Nations with the "pro_ghoul_nation" flag get 0.0026 daily mp as well, from local ghoul popullation.
                - Panama United: Was giving a Coastal Fortress to province Balboa, causing an error upon saving and loading, because the Balboa province has no beach and therefore could not have a coastal fort. Now, it will be province Panamá which will get a lvl2 coastal fort. Balboa instead will get two levels of land_fort.
    
            - Warriors_of_Ice.txt: New event: "Blood Tribes Thirst for Blood". It will make the Warriors of Ice less isolationistic over time, making it more likely for them to attack.
    
            - X_Marks_The_Spot_Alpha.txt:
                - Fixed a bug which was giving stat-less Power Armored units.
                - Fixed a bug in which a bracket was replaced by a parenthesis and made the Deadly Wastes event not give a dissent penalty.
    
    /scenarios
        /2245
    
           
            - Manpower and Popullation Revamps: The mod's map had a massive dearth of manpower, even for post-apoc standards. Through the last versions, I have been calculating the popullations of certain areas of the Fallout universe. They were calculated mathematically, starting from the popullation circa 1945 (date of Divergence) and applied to the manpower model used in FODD. This is just the beginning.
                - Ghoul Manpower revamp: Newly-added Ghoul Manpower is not included in the map now, except for the ones which are already in-game in older scenario files. In the future, I might not include it at all and move closer towards a model in which Ghoul manpower is only off-map and/or gained by State Unification and/or owning certain ghoul colonies, further diminishing ghoulish manpower for Ghoul nations, but also only allowing ghoul-friendly nations to both enlist and recruit Ghouls. In the future, this would change the gameplay of Ghouls by keeping them more defensive and manpower-limited, as humans out-number them considerably and they don't breed (at least until they cure Ghoul Sterelity and Born Ghouls become a thing).
                - Every state whose manpower was revamped has a calculated ghoul popullation, generally a few thousand. It was divided between nearby ghoul nations (if applicable) and the state unification event - in which its possible for certain nations to get a bonus income of off-map manpower IF they have the pro_ghoul_state flag. The exception is only if the state has a sole ghoul state, then said country will get the full manpower income - Reservation gets all the ghoul manpower from New Mexico and Gecko gets all the ghoul manpower from Oregon.
    
                    - Broken_Hills.inc:    
                        free = {
                            manpower = 0.0055 # Ghouls of Arizona and Utah
                            }
    
                    - Kansas_Free_State.inc:
                        free = {
                            manpower = 0.0021 # Ghouls of Colorado
                            }
    
                    - Necropolis.inc:
                        free = {
                            ic = 18
                            energy = 30
                            metal = 4
                            rare_materials = 5
                            oil = 6
                            manpower = 0.0029 # Ghouls of Arizona
                            }
    
                    - Reservation.inc:
    
                        free = {
                            manpower = 0.0179 # Ghouls of New Mexico + Ghouls of Arizona   
                            }
    
                - Alaska Manpower Revamp: Alaska has a popullation of 77.212 people, 10% of them = 7.721,2 people, or 7.72 Manpower. Remaining 0.72 will be given by Alaska United event. This does not include Manpower in starting Enclave provinces, they are assumed to be a mostly separate popullation (except Fairbanks and Kenai provinces). Every province now has +1 manpower. Affected provinces include:
                    Enclave.inc:
                        - 550 # Fairbanks
                        - 6868 # Kenai
                    Wasteland.inc:
                        - 553 # Juneau
                        - 6844 # Yakutat
                        - 6849 # Craig
                        - 6856 # Quinhagak
                        - 6860 # Nome
                - Arizona Manpower Revamp: Arizona has a popullation of circa 295.466 people, 1164 ghouls, 10% = 29.546,6 or 29.54 MP. Minor change, Ghouls not included. Remaining 0.54 MP will be given by the Arizona United event.
                    6145 # Yuma
                    6149 # Saint Johns
    
                - Colorado Manpower Revamp: Colorado has a popullation of circa 493.458 humans and near-humans, 10% = 49.345,8 or 49.34 MP. Ghouls not included in calculation. Remaining 0.34 MP will be given by Colorado United Event. Victory points changed accordingly to account for changes.
                    Robot_Nation.inc:
                        708 # Grand Junction Camps
                            manpower = 4 # was 1
                        706 # Aspen Robotics Center
                            manpower = 4 # was 1
    
                    Wasteland.inc:
                        707 # Denver
                        manpower = 4 # csv fantasy (1) + Weld and Elbert county farmers, Hangdogs and tribals. Was 1
                        709 # Colorado Springs
                        manpower = 4 # local scavs
                        712 # Pueblo
                        manpower = 2 # Iron Lines tribe. Was 1
                        6165 # Boulder
                        manpower = 2 # Local tribes
                        6166 # Sterling
                        manpower = 2 # Hangdogs and allied tribes, Lincoln county agriculturalists. Was 1
                        6167 # Burlington, CO
                        manpower = 2 # Hangdogs and allied tribes
                        6168 # La Junta
                        manpower = 2 # 1 + 1. 1 Fantasy, on csv. 1 Sun Dogs tribe.
                        6169 # Walsenburg
                        manpower = 3 # Cipher nomads and other tribes
                        6170 # Alamosa
                        manpower = 2 # Twin Mothers tribe. Was 1.
                        6171 # Leadville
                        manpower = 5 # local tribes
                        6172 # Gunnison
                        manpower = 6 # Mesa Verde, home of Ciphers
                        6173 # Montrose
                        manpower = 7 # local tribes
    
                - New Mexico Manpower Revamp: Completely eliminated my old stab at calculation popullation (Very amateurish). Introduced my new calculation method, already used in Oregon in the previous version. New Mexico has a popullation of circa 263.669 humans and near-humans, 1039 ghouls, % 10 = 26.366,9 or 26.36 MP. Ghouls will be part of the Reservation as off-map MP, the remaining 0.36 MP will be gained from the Arizona United event. In practice, New Mexico will be significantly nerfed, manpower-wise, being a bit inferior to Arizona. There was also an equivalent change in Victory Points.
    
                    - Reservation.inc:
                        6182 # Los Alamos
                        manpower = 2 # scenario (2). Was 5. Was 6. Was 2
                        free = {
                            manpower = 0.01582 # 1039 Ghouls of New Mexico + 558 Ghouls from Arizona   
                            }
    
                    - The_Vipers.inc:
                        724 # Roswell
                        manpower = 4 # Scenario (4)
                        6177 # Las Cruces
                        manpower = 1 # Scenario (1)
    
                    - Wasteland.inc:
                        725 # Santa Fe
                        manpower = 2 # scenario (1) + Tewa people
                        727 # Albuquerque
                        manpower = 3 # Albuquerque Scavengers and Tiwa and Jicarilla Apache who fled Los Alamos area after the nukes
                        6174 # Raton (keeping this one because of the Scaven-Pickers)
                        manpower = 2 # 1 Scaven-Pickers and local Tiwa and Jemez Pueblo tribes
                        6175 # Clovis
                        manpower = 1 # Clovis ruins and local tribes
                        6176 # Lovington
                        manpower = 1 # Tribals and Hobbs, NM ruins
                        6178 # Hermanas
                        manpower = 1 # Mexican refugges and native americans
                        6179 # Deming
                        manpower = 1 # Deming ruins and local tribals
                        6180 # Socorro
                        manpower = 2 # Navajo Nation, Zuni and Keres peoples
                        6181 # Grants
                        manpower = 1 # Now 1 (scenario). Was 9. Was 10. Was 11.
                        6183 # Farmington
                        manpower = 2 # Navajo Nation, Hopi and Zuni tribes and Mckinley and San Juan county survivors and minor tribals.
                        6184 # Mora
                        manpower = 1 # Local tribes
                        6185 # Crocker
                        manpower = 1 # local tribes and survivalists
    
                    - Utah Manpower Revamp: Utah has a popullation of circa 167.373 humans and near-humans, 10% = 16.737,3 or 16.73 MP. Also 806,8822 ghouls, but not included in calculation. Remaining 0.80 MP will be given by Utah United Event. Victory points changed accordingly to account for changes.
                        - Kurtz's_Camp.inc:
                            6162 # Manti
                            manpower = 3
    
                        - New_Canaan.inc:
                            6159 # Ogden
                            manpower = 3
    
                            733 # Salt Lake City
                            manpower = 1 # Was 0.5, even through that shows up on the map
    
                        - Wasteland.inc:
                            2678 # Moab
                            manpower = 1 # local tribes
                            6157 # Dragon
                            manpower = 2 # Dead Horse Point, Tar Walkers
                            6158 # Provo
                            manpower = 2
                            6160 # Tooele
                            manpower = 1 # Crazy Horns
                            6161 # Nephi
                            manpower = 1
                            6163 # Panguitch
                            manpower = 1 # local tribes
                            6164 # Saint George
                            manpower = 1 # Zion National Park, The Sorrows
     
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