Loaded up a game in my mod to check up on world powers, and was amazed to see this: (note the year, amount of manpower, 0 upgrades and needed reinforcements - all that available IC and 0 production)

Could someone please take a look at the relevant FRA 36' AI
Have i missed something?

Could someone please take a look at the relevant FRA 36' AI
Code:
# France 1936 AI File by Lothos
switch = no # [yes/no]
flags = { FRABuildStandard = yes }
max_front_ratio = 1.0
max_front_ratios = {
GER = 2.0
ITA = 0.1 # 0.4
SPA = 0.6
}
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 80.000
war = 1
upgrading = 1.0 # 0.10
reinforcement = 0.0 # 0.10
strat_redeploy_threshold = 50
max_redeploying = 0.05
exp_force_ratio = 0.0 # 0.50
exp_force_ratios = { }
no_exp_forces_to = { ENG CAN AST NZL SAF NEP BHU NOR POL DEN CZE }
###################################
# Diplomacy
###################################
combat = { }
claim_acceptance = -49
liberate = { BEL HOL LUX DEN NOR POL YUG SPR POR SCH ITA ENG ROM BUL HUN CZE GRE FIN TUR }
befriend = {
USA = 50
BEL = 70
HOL = 70
SPR = 40
POL = 250
AUS = 30
CZE = 250
TUR = 10
IRQ = 20
PER = 20
POR = 20
CHI = 20
}
protect = {
ENG = 150
CAN = 150
AST = 150
NZL = 150
BEL = 150
HOL = 150
SPR = 20
POL = 120
CZE = 10
TUR = 50
IRQ = 10
PER = 10
POR = 10
CHI = 10
}
target = { }
trade = {
cancel_deal_threshold = 2
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
favored = {
ENG = 100
CAN = 100
AST = 100
NZL = 100
USA = 100
U03 = 100
BEL = 90
HOL = 90
SPR = 30
POL = 20
CZE = 20
TUR = 10
IRQ = 100
PER = 100
POR = 10
CHI = 10
}
embargo = { }
}
tech_sharing = {
favored = {
ENG = 100
CAN = 100
AST = 100
NZL = 100
USA = 100
BEL = 90
HOL = 90
SPR = 30
POL = 20
CZE = 20
TUR = 10
IRQ = 100
PER = 100
POR = 10
CHI = 10
}
embargo = { }
not = { }
prioritized = {
# Agriculture
5700 = 100
5710 = 100
5020 = 100
5030 = 100
5040 = 100
# Production
5810 = 100
5820 = 100
5050 = 100
5830 = 100
5060 = 100
5070 = 100
5110 = 100
5120 = 100
5130 = 100
5180 = 100
# Inf support
1310 = 100
1320 = 100
1330 = 100
1340 = 100
1350 = 100
1360 = 100
# Mountain Unit techs
1110 = 100
1120 = 100
1130 = 100
1140 = 100
# Motorized
1230 = 100
1240 = 100
1250 = 100
}
}
###################################
# Spying
###################################
spyprefs =
{
percentage_on_spies = 0.2
percentage_foreign_mission = 0.8
# Used for Intell efficiency and for setting minimum chance to succeed for the AI to do that particular type of mission
spyprefsdata =
{
NumberOfSpies = 20
min_number_of_spies = 3
steal_blueprint = 10
minister_assassination = 5
smear_campaign = 10
coup = 3
sabotage_industry = 10
nuclear_sabotage = 5
found_partisans = 10
massmedia = 10
disrupt_techteam = 10
country = FRA
}
spyprefsdata = {
country_priorities = 10
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 4
coup = 0
sabotage_industry = 6
nuclear_sabotage = 0
found_partisans = 2
massmedia = 1
disrupt_techteam = 5
country = GER
}
spyprefsdata = {
country_priorities = 8
steal_blueprint = 4 # 10
minister_assassination = 1
smear_campaign = 4
coup = 1
sabotage_industry = 8 # 6
nuclear_sabotage = 0
found_partisans = 1
massmedia = 1
disrupt_techteam = 6 # 5
country = ITA
}
spyprefsdata = {
country_priorities = 5
steal_blueprint = 1
minister_assassination = 1
smear_campaign = 3
coup = 1
sabotage_industry = 5
nuclear_sabotage = 0
found_partisans = 1
massmedia = 1
disrupt_techteam = 5
country = SPA
}
spyprefsdata = {
country_priorities = 3
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 3
coup = 0
sabotage_industry = 5
nuclear_sabotage = 0
found_partisans = 2
massmedia = 2
disrupt_techteam = 5
country = JAP
}
spyprefsdata = {
country_priorities = 2 # 3
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 3
coup = 0
sabotage_industry = 5
nuclear_sabotage = 0
found_partisans = 2
massmedia = 2
disrupt_techteam = 5
country = SOV
}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = {
max_factor = 0.025
AA_batteries = no
max_AA_level = 4
AA_provs = {
52 # Lille
89 # Marsielle
55 # Paris
57 # Nantes
68 # Bordeaux
77 # Toulouse
86 # Toulon
66 # Orleans
}
coastal_fort = no
max_coastal_level = 3
coastal_fort_provs = { }
radar_station = no
max_radar = 5
radar_provs = { }
air_base = no
max_air_base = 4
air_base_provs = {
95 # Chaumont
1016 # Damascus
99 # Reims
}
naval_base = no
max_naval_base = 5
naval_base_provs = { }
land_fort = no
max_land_level = 10
fort_borders = { }
ic_at_war = no
force_ic_until = 1935
ic_end_year = 1935
IC_provs = {
52 # Lille
57 # Nantes
55 # Paris
68 # Bordeaux
77 # Toulouse
89 # Marseille
66 # Orleans
}
}
military = {
relative_build_scheme = no
max_batch_peace = 680
max_batch_war = 320
max_batch_home_front = 180
extra_convoys_war = 0.0000
extra_convoys_peace = 0.0000
#### Divisions etc...
infantry = 1
cavalry = 1
motorized = 1
mechanized = 0
light_armor = 0
armor = 1
paratrooper = 0
marine = 0
bergsjaeger = 1
garrison = 0
hq = 1
militia = 0
# 60 %
interceptor = 1
multi_role = 0
cas = 1
strategic_bomber = 0
tactical_bomber = 1
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 20 %
battleship = 11
carrier = 4
escort_carrier = 0
destroyer = 1
light_cruiser = 1
heavy_cruiser = 1
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 2
# 20 %
#### Brigades
artillery = 47
sp_artillery = 0
rocket_artillery = 0
sp_rct_artillery = 0
anti_tank = 0
tank_destroyer = 0
light_armor_brigade = 0
heavy_armor = 0
super_heavy_armor = 0
armored_car = 0
anti_air = 0
police = 0
engineer = 6
# 53
cag = 100.000
escort = 100.0000
naval_asw = 20.0000
naval_anti_air_s = 20.0000
naval_radar_s = 20.0000
naval_fire_controll_s = 20.0000
naval_improved_hull_s = 10.0000
naval_torpedoes_s = 10.0000
naval_anti_air_l = 0.0000
naval_radar_l = 0.0000
naval_fire_controll_l = 0.0000
naval_improved_hull_l = 0.0000
naval_torpedoes_l = 0.0000
}
technology = {
endgoal = { }
preference = {
# Tools
5810 5820 5050 5830 5060 5070 5130 5840 5850 5860
# Engineering
5800 5080 5090 5100 5900 5910
#Asembly lines
5140 5150 5160 5180
# Computers
5310 54010 54020 54030 5320 5330 5340
# MEDICINE
5600 5610 5620 5630 5640 5650 5660 5670
# Electronic Computers
7140 7150 7160 16000 16040
#Infantry
1010 1020 1030 1040 1050 1060 1070 1080 1090 1100 1110 1120 1130 1140 1150 13000 13010 13020
# Naval Doctrines
8120 8310 8160
# Land Doctrines
6130 6140 14070 6150 6900
# Engagement Tactics - Fleet-in-Being colum
8900 8910 8920 8930 8940 8950 8960 8970 8980 81050 81060 81070 81080 81090 81100 81110 81120
# Air Doctrines
9050 9060 9080 9090 9130 9190 9240 9250 9270 9280 9300 9310 9320 9350 9360 9390 9400 9420
# CAS
4400 4170 4280 4450 4180 15120 15130
}
ignore = {
#EQUIPMENT Winter / Jungle / Desert
5920 5930 5940 5950 5960 5970
# Super Heavy BB
3310
# Rocket Assembly
5170
# Airborne
1670 1680 1690 1700 1710 1720 1730 1740
# Marines
1560 1570 1580 1590 1600 1610 1620 1630 1640 1650 1660
# Mechanized
1470 1480 1490 1510 1510 1520
# Cavalry
13060 13070 13080 1310 1320 1330 1340 1350 1360 1370 1380 1390
# Oil Refining
5190 5200 5210 5220 5230 5240
# Atomic Research
5470 5480 5490 5500 5510 5520 5530 5540
# Test and Research
5560 7550 7560 7570 7580 7590
# Bas Decimetric
5410 5420 5430 5440 5450 5460
# Air Transports
4290 4250 4260 4270 15180 15190
# Naval Bomber
4700 4710 4190 4200 4210 15140 15150
# Strategic bombers
4220 4230 4240
# Multirole Fighters
4040 4070 4100
# Carrier Air groups
4900 4910 4920 4930 4940 4950 4960
# Heavy Tanks and Semi-Modern Tank
2620 2100 2110 2680 2120
# SP guns
2220 2230 2240 2250 11030 11040 2960
# SP Rocket Artillery
2980 2260 2270 2280 11050 11060 2990
# Battle Cruiser
3310 3320 3330 3340 3350 12030
# Carrier
3510 3520 3530 3540 3550 12060 3560 3570
# Light Carrier
12100 12110 12120 12130 12140 12150
# Tank destroyers
2170 2180 2850 2190 2200 2210 11020
# Static Anti-Air
2800 2450 2460 2470 2480 2490 2500 11080
# Armoured Cars
2860 2870 2880 2020 2150 2160 2890 11110
# Submarines
3400 3410 3420 3430 3440 3450
# Trade Interdiction Submarine
8600 8610 8620 8630 8640 8650 8660 8700 8710 8720 8730 8740 8750
# Strategic Air Doctrines 9140
9150 9160 9170 9180 9430 9440 9450 9460
}
armor = 3
infantry = 5
industry = 4
aircraft = 2
naval = 4
land_doctrines = 2
secret_weapons = 0
air_doctrines = 4
naval_doctrines = 4
}
###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
land_field_marshal =0.02
land_general =0.031
land_lt_general =0.41
sea_grand_admiral =0.02
sea_admiral =0.061
sea_vice_admiral =0.401
air_marshal =0.02
air_general =0.091
air_lt_General =0.11
}
garrison = {
defend_overseas_beaches = no
home_multiplier = 8.0
overseas_multiplier = 0.0
home_peace_cap = 150
war_zone_odds = 2.0
key_point_prio_mult = 0.3
revolt_risk_mult = 0.3
# PRIORITIES:
beach = 5 # 10 # Beach level 2
capital = 80 # 50 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 20 # 50 # The next country targeted for attack by this AI
opposing_alliance = 20 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
BEL = 130
LUX = 110
GER = 120
SPA = -1
SPR = -1
#ITA = 1
SCH = -1
ENG = -1
CAN = -1
AST = -1
NZL = -1
CYN = -1
CGX = -1
}
ignore = {
#Actual Beaches to Ignore
930 # Port Harcourt
951 # Porto Novo
950 # Lome
966 # Conakry
1001 # Madagaskar
1002 # Madagaskar
996 # Reunion
833 # Djihouti
1395 # Indo China
1396 # Indo China
1397 # Indo China
49 # Calais
50 # Dieppe
45 # Le Havre
44 # Caen
38 # Rennes
37 # Brest
39 # Lorient
57 # Nantes
68 # Bordeaux
67 # Mont-de-Marzan
79 # Beziers
80 # Perpignan
82 # Montpellier
89 # Marseille
86 # Toulon
724 # Oujda
#Libya
773 #Al Jaghbun
754 #Aujila
774 #Calanslo
751 #Ghadames
755 #Sorno
#Egypt/East Africa
800 #Siwa
789 #Qattara
801 #AinDalla
806 #El Atiun
808 #El Obeid
809 #Waw
807 #Malakal
805 #Omdurman
833 #Djibouti
812 #Gallabal
811 #Kassala
843 #Marsabit
#Ethiopia
817 #Asmara
819 #Adwa
822 #Gonder
820 #Debre
829 #Gambela
830 #Jima
826 #Moyale
821 #Denakil
823 #Dese
818 #Diredawa
827 #Ogaden
837 #Bardera
#Belgian Congo
904 #Stanleyville
903 #Buta
905 #Costermanville
906 #Coquihatville
898 #Abertville
902 #Kindu-Port-Empain
901 #Leopoldville
908 926 919 923 917 907 # Border with Belgian Congo
#Libya Border
741 # Gabes
740 # Gafsa
946 #Agadez (wtf)
922 738 746
# south america
2000 #cayenne
}
province_priorities = {
# Belguim border
51 = 100 # Dunkerque
52 = 100 # Lille
96 = 100 # Londwy
103 = 100 # Hirson
102 = 100 # Sedan
# Maginot
104 = 50 # Metz
107 = 50 # Strasbourg
105 = 50 # Colmar
# Italy border
90 = 30 # Grenoble
87 = 30 # Nice
91 = 30# Chambery
116 = 20 # Brussels
112 = 20 # Mons
# Africa
#747 = 1 # Tunis
#727 = 2 # Algiers
#729 = 2 # Oran
#717 = 2 # Rabat
#978 = 2 # Dakar
# Middle East
1019 = 2 # Beirut
# Asia
1395 = 10 # Hanoi
1399 = 10 # Saigon
}
area_multiplier = {
# Africa
#747 = 0.20 # Tunis
#727 = 0.20 # Algiers
#978 = 0.10 # Dakar
# Middle East
1019 = 0.10 # Beirut
# Asia
1395 = 0.3 # Hanoi
1399 = 0.3 # Saigon
}
}
front = {
recklessness = 1 # 0-3
distrib_vs_ai = even
distrib_vs_human = even
enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.3
withdraw_odds = 0.6
strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender
frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0
occupied = 0.7
owned = 0.7
jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0
enemy_handicap = {
GER = 300
}
passivity = {
GER = 100
}
}
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead
air_marshal = {
min_mission_strength_org = 0.8
icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties
manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties
destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed
# desirability is a multiplier used when calcualting the mission desirability
airsuperioritydesirability = 50.0 # 30.0
groundattackdesirability = 40.0
inderdictiondesirability = 20.0
logisticalstrikedesirability = 2.0
runwaycrateringdesirability = 1.0 # 10.0
strategicstrikedesirability = 10.0
installationstrikedesirability = 1.0 # 5.0
navalstrikedesirability = 15.0
portstrikedesirability = 20.0 # 9.0
convoyraiddesirability = 0.5 # 9.0
# tolerance is the required kill:loss ration expected to do
# mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
airsuperioritylosstolerance = 1.0
groundattacklosstolerance = 1.0
interdictionlosstolerance = 2.0
logisticalstrikelosstolerance = 0.5
runwaycrateringlosstolerance = 1.5
strategicstriketolerance = 4.5
installationstriketolerance = 1.5
navalstriketolerance = 1.0
portstriketolerance = 1.0
convoyraidtolerance = 1.0
# efficency is a tweakable param to adjust according to how
# much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikeefficency = 0.01
runwaycrateringefficency = 0.01
strategicstrikeefficency = 0.01
installationstrikeefficency = 0.01
taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
###################################
# Invasions and Naval
###################################
invasion = {
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 8.0 #How big a random range. (1.0 = 1%)
coastal = 0.1 #increase to avoid coastal forts more.
beach = 0.1 #higher, avoid worst beaches.
distance = 0.1 #higher = avoid long distance.
pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 0.1 #prioritise taking pure islands.
enemy = 2.0 #higher = much more vary of troops in province.
adjacentenemy = 2.0 #higher = much more vary of troops nearby
air_base = 1.5
naval_base = 0.1
air_support = 3.0
redirect = priority
ignore = no
target = { }
}
admiral = {
min_org = 100 # NEW: Percent of org gained back before the unit can leave port
min_dmg = 98 # NEW: Percent of dmg gained back before the unit can leave port
return_org = 60 # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships
ignore = {
"Southeast Northsea"
"kattegat"
"Bothnian Bay"
"northern baltic"
"southern baltic"
"Southeast Northsea"
"East North Sea"
"Norwegian Sea"
}
#Which provinces to use as bases..
base = {
37 # Brest
86 # Toulon
728 # Oran
}
target = { }
core = {
2698
2699
2701
2702
2703
2188
}
}
Have i missed something?