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unmerged(30953)

Homophobus Balcanicus Vulgaris
Jun 22, 2004
1.107
0
I'm having some issues with the AI combat behavior. Here's a screenshot of the situation, the description is below.

z5Hyv.png


As you can probably guess, it's Ottoman Empire vs Serbia/Greece/Bulgaria. The thick red line represents the pre-war boundaries. I want the Balkan nations to attack the Ottomans and attempt to conquer everything up to Istanbul. The problems I'm having are the following:

1) Bulgaria just sits behind the frontline and doesn't attack at all. They'll only move their units if Serbia attacks the Ottomans through Bulgarian territory and conquers some land.

2) Greece is having problems with the two rivers surrounding Thessaloniki. In my test games I've seen them attack Macedonia, or eastern Thrace if Serbia has cleared the way, but they won't attack across these two rivers even if they outnumber the Ottomans by 2:1 or more.

3) Serbia is the most aggressive country. First they conquer Macedonia and then press onwards, attacking Thessaloniki, Kozani or Xanthi. They also like to move their units through Bulgarian territory (as you can see on this picture, there's a Serbian division in Haskovo). I don't know why the Serbian AI does this, but I'd like to know how to reproduce this behavior (attacking an enemy through allied territory). If I could learn this, I'd be able to prevent Greece from disengaging if they lose a direct land border with the Ottomans.


So basically my questions would be:
-how to make the Bulgarians attack;
-what AI parameter makes Serbia attack through Allied territory;
-how to force the Greeks to attack over rivers.

Here are the Bulgarian and Serbian AI files:

Code:
# Bulgaria 1936 AI File

switch = no # [yes/no]
flags = { MOB1 = yes MOB2 = yes }
max_front_ratio = 1.2 
max_front_ratios = { 
	OTT = 4.0
	}
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 120 
war = 1
upgrading = 0.35
reinforcement = 0.0
strat_redeploy_threshold = 25
exp_force_ratio = 0.1 
exp_force_ratios = {
	FRA = 1.0
} 
no_exp_forces_to = { CHI SPA POR ITA ROM SLO HUN U13 SER CRO SLV FIN }
use_offensive_supply = no

###################################
# Diplomacy
###################################
combat = { OTT = 300 }

claim_acceptance = -59

demand_claims = {
	ITA
	FRA
}
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]  
resistance = {  
	SER = 3 
	ROM = 6
	OTT = 6
	ENG = 1
	GER = 1
}
befriend = {
	GER = 50
	ENG = 50
	FRA = 20
	SPA = 20
	ITA = 80 
}
protect = {
	ITA = 15
}
target = {
	364 = 250 # Kavala 
	333 = 250  # Skopje
	409 = 250  # Istanbul
}
trade = {
	cancel_deal_threshold = 2

	energy 		= -1
	rare_materials 	= -1
	metal 		= -1
	oil 		= -1
	supplies 	= -1
	money 		= -1

	favored = {
		GER = 100
		FRA = 100
		SCA = 110
		SER = 110
		ROM = 110
		GRE = 100
		ITA = 90
		SOV = 20
		ENG = 20
	}
	embargo = { }
}
tech_sharing = {
	favored = {
		SER = 100
		GRE = 100
		GER = 120
		ENG = 100
		FRA = 120
		ITA = 80
		SOV = 40
	}
	embargo = { }
	not = { }
	prioritized = {
		# Agriculture
		5020 = 100
		5030 = 100
		5040 = 100

		# Inf support
		1310 = 100
		1320 = 100
		1330 = 100
		1340 = 100
		1350 = 100
		1360 = 100

		# Production
		5050 = 100
		5060 = 100
		5070 = 100
		5080 = 100
		5090 = 100
		5100 = 100
		5110 = 100
		5120 = 100
		5130 = 100
		5150 = 100
		5180 = 100

		# Light / Mountain
		1110 = 100
		1120 = 100
		1130 = 100
		1140 = 100
	}
}
###################################
# Spying
###################################
spyprefs =
{
	percentage_on_spies 		= 0.2
	percentage_foreign_mission 	= 0.6

	# Used for Intell efficiency and for setting minimum chance to succeed for the AI to do that particular type of mission
	spyprefsdata = 
	{
		NumberOfSpies = 15
		min_number_of_spies = 3
		steal_blueprint = 10
		minister_assassination = 5
		smear_campaign 	= 10
		coup = 3
		sabotage_industry = 10
		nuclear_sabotage = 5
		found_partisans	= 10
		massmedia = 10
		disrupt_techteam = 10
		country = BUL
	}
	spyprefsdata = {
		country_priorities	= 4
		steal_blueprint 	= 10
		minister_assassination 		= 0
		smear_campaign 		= 4
		coup 				= 0
		sabotage_industry 	= 3
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 1
		disrupt_techteam	= 3
		country 			= SER
	}
	spyprefsdata = {
		country_priorities	= 5
		steal_blueprint 	= 10
		minister_assassination 		= 0
		smear_campaign 		= 4
		coup 				= 0
		sabotage_industry 	= 3
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 1
		disrupt_techteam	= 3
		country 			= GRE
	}
	spyprefsdata = {
		country_priorities	= 2
		steal_blueprint 	= 10
		minister_assassination 		= 0
		smear_campaign 		= 4
		coup 				= 0
		sabotage_industry 	= 3
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 1
		disrupt_techteam	= 3
		country 			= ROM
	}
	spyprefsdata = {
		country_priorities	= 2
		steal_blueprint 	= 10
		minister_assassination 		= 0
		smear_campaign 		= 4
		coup 				= 0
		sabotage_industry 	= 3
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 1
		disrupt_techteam	= 3
		country 			= OTT
	}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = { 
	max_factor = 0.000 


	AA_batteries = no
	max_AA_level = 4
	AA_provs = {
		321 # Sofia
	} 

	coastal_fort = no
	max_coastal_level = 2
	coastal_fort_provs = { } 

	radar_station = no 
	max_radar = 5 
	radar_provs = { } 

	air_base = no
	max_air_base = 1
	air_base_provs = { } 

	naval_base = no
	max_naval_base = 3 
	naval_base_provs = { } 

	land_fort = no
	max_land_level = 2
	fort_borders = { } 

	ic_at_war = no 
	force_ic_until = 1935
	ic_end_year = 1935
	IC_provs = {
		321 # Sofia
	} 
}

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 		= 54
	cavalry 		= 0
	motorized 		= 0
	mechanized 		= 0
	light_armor 	= 0
	armor 			= 0
	paratrooper 	= 0
	marine 			= 0
	bergsjaeger 	= 28
	garrison		= 0
    hq 				= 0
	militia 		= 0
#				82 %
	interceptor 	= 10
	multi_role 		= 0
	cas 			= 3
	strategic_bomber = 0
	tactical_bomber = 5
	naval_bomber 	= 0
	transport_plane = 0
	flying_bomb 	= 0
	flying_rocket 	= 0
#				18 %
	battleship 		= 0
	carrier 		= 0
	escort_carrier	= 0
	destroyer 		= 0
	light_cruiser 	= 0
	heavy_cruiser 	= 0
	battlecruiser 	= 0
	submarine 		= 0
	nuclear_submarine = 0
	transports 		= 0
#				0 %

	#### Brigades
	artillery 			= 45
	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 			= 0 

        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 	= { 
		# Landdoctrines
		6010 6040 6050 6060 6070 6080 6090 6100 6900

		# Manufacturing
		5810 5820 5050 5830 5060 5070 5130 5110 5120 5840 5850 5860

		# Construction Engineering
		5800 5080 5090 5100 5900 5910

		# Applied Assembly lines
		5140 5150 5160 5170 5180

		# Regular Infantry
		1010 1020 1030 1040 1050 1060 1070 1080 1090 1010 1020 1030 1040 1050 1060 1070 1080 1090 1100 1110 1120 1130 1140 1150 13000 13010 13020

		# Field Artillery Support
		2290 2300 2310 2900 2910 2920 2930 2940 2320 2330 2340 2360 2950 2350

		# Air Doctrines
		9040 9050 9060 9080 9100 9130 9140 9190 9200 9210 9220 9230 9240 9250 9260 9270 9280 9290 9300 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420

		# Close Air Support
		4400 4170 4280 4450 4180 15120 15130 
	} 
	ignore 		= {
		#EQUIPMENT Jungle / Desert / Sturdy
		5940 5950 5960 5970 5980 5990
		
		# Applied Assembly lines 
		5150 5160 5170

		# Airborne Infantry
		1670 1680 1690 1700 1710 1720 1730 1740

		# Motorized Infantry
		1396 1400 1410 1420 1430 1440 1450 1460 

		# Marines
		1560 1570 1580 1590 1600 1610 1620 1630 1640 1650 1660

		# Cavalry
		13060 13070 13080 1310 1320 1330 1340 1350 1360 1370 1380 1390 1530 1540

		# Mechanized Infantry
		1470 1480 1490 1510 1510 1520

		# Air Transports
		4290 4250 4260 4270 15180 15190

		# Multi-Role
		4300 4310 4320 4330 4340 4040 4070 4100 4350

		# Naval Bomber
		4700 4710 4190 4200 4210 15140 15150

		# Strategic Bomber
		4800 4810 4820 4220 4230 4240 4246 15160 15170 16030

		# Rocketry
		5560 7550 7560 7570 7580 7590

		# Synthetic Oil
		5190 5200 5210 5220 5230 5240 53020

		# Nuclear
		5470 5480 5490 5500 5510 5520 5530 5540

		# Radar Warning
		5410 5416 5417 5420 5426 5430 5440 5466 5450 5460 53030 5476 53070

		# Light tanks
		7600 7610 2010 2630 2640 2646 2650 2030 2040 2050 2060

		# Medium tanks
		2070 2080 2090 2140 11000 2660 11010 2670

		# Tank destroyers
		2170 2180 2850 2190 2200 2210 11020 11026

		# Self-Propelled Artillery
		2220 2230 2240 2250 11030 11040 2960 2966

		# SP Rocket Artillery
		2980 2260 2270 2280 11050 11060 2990 
		
		# Static Anti-Air
		2800 2450 21180 21190 21200 2460 2470 2480 2490 2500 11080

		# Anti Air Brigade
		2810 2820 2510 2520 2530 2540 11090 

		# Rocket Artillery
		2970 2370 2380 2390

		# Armoured Cars
		2860 2870 2880 2020 2150 2160 2890 11110

		# Strategic Destruction - Flying Armada
		9140 9150 9160 9170 9180 9430 9440 9450 9460
	}
 
	armor 		= 3
	infantry 	= 4
	industry 	= 4
	aircraft 	= 1
	naval 		= 0
	land_doctrines 	= 1
	secret_weapons 	= 0
	air_doctrines 	= 1
	naval_doctrines = 0
}  

###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
	land_field_marshal 	=0.02
	land_general 		=0.031
	land_lt_general 	=0.41

	sea_grand_admiral 	=0.02
	sea_admiral 		=0.061
	sea_vice_admiral 	=0.401

	air_marshal 		=0.02
	air_general 		=0.091
	air_lt_General 		=0.11
}
garrison = {
	defend_overseas_beaches = yes
	home_multiplier 	= 1.0
	overseas_multiplier 	= 0.5
	home_peace_cap 		= 20
	war_zone_odds 		= 2.0
	key_point_prio_mult	= 0
	revolt_risk_mult	= 1.0

	# PRIORITIES:
	beach			= 20	# Beach level 2
	capital			= 40	# Our capital
	human_border		= 0	# Ignored for allied human players
	war_target		= 50	# The next country targeted for attack by this AI
	
	opposing_alliance	= 50	# For neutrals, all alliances are "opposing"
	claim_threat		= 0	# If we are neutral, countries with claims on us get this
	unstable_border		= 0	# Bordering countries at war with someone else get this

	# Borders with specific countries
	country_priorities = {
		GER = -1
		ITA = -1
		ROM = 5
		SER = 20
		U13 = 20
		SOV = 100
		SLO = -1
		POL = -1
		OTT = 50
		GRE = 10
	}
	province_priorities = {
	321 = 100 # Sofia
	}
	area_multiplier = { }
}
front = { 
	recklessness 		= 2 # 0-3
	distrib_vs_ai 		= even
	distrib_vs_human 	= even

	enemy_reinf_days	= 6
	reserve_prop		= 0.1
	panic_ratio_vs_ai	= 2.5
	panic_ratio_vs_human	= 2.5
	base_attack_odds	= 1.3
	min_attack_odds		= 1.1
	max_attack_odds		= 3.0
	reinforce_odds		= 1.2
	withdraw_odds		= 0.6

	strength 	= 1.0
	organisation 	= 1.0
	soft_attack 	= 1.0
	hard_attack 	= 1.0
	ground_defense 	= 1.0
	dig_in 		= 1.0 # Against defender

	frozen_attack 	= 1.0
	snow_attack 	= 1.0
	blizzard_attack = 1.0
	storm_attack 	= 1.0
	muddy_attack 	= 1.0

	occupied 	= 0.7
	owned 		= 0.7

	jungle_attack 	= 1.0
	mountain_attack = 1.0
	swamp_attack 	= 1.0
	forest_attack 	= 1.0
	hill_attack 	= 1.0
	urban_attack 	= 1.0
	river 		= 1.0

      	enemy_handicap = { } 
      	passivity = { } 
} 
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
	min_mission_strength_org	= 0.8
	icxdayscostfactor 			= 10.0		# How to value true industrial cost when calculating expect causalties
	manpowercostfactor			= 100.0		# How to value manpower cost when calculating expect causalties
	destructionriskthreashold 	= 0.2		# when to fear a divisiopn might be destroyed

	# desirability is a multiplier used when calcualting the mission desirability
	airsuperioritydesirability 		= 30.0
	groundattackdesirability 		= 40.0
	inderdictiondesirability 		= 20.0
	logisticalstrikedesirability 	= 2.0
	runwaycrateringdesirability 	= 10.0
	strategicstrikedesirability 	= 10.0
	installationstrikedesirability 	= 5.0
	navalstrikedesirability 		= 15.0
	portstrikedesirability 			= 9.0
	convoyraiddesirability			= 9.0

	# tolerance is the required kill:loss ration expected to do 
	#    mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
	airsuperioritylosstolerance 	= 1.0
	groundattacklosstolerance 		= 1.0
	interdictionlosstolerance 		= 2.0
	logisticalstrikelosstolerance 	= 0.5
	runwaycrateringlosstolerance 	= 1.5
	strategicstriketolerance 		= 4.5
	installationstriketolerance 	= 1.5
	navalstriketolerance 			= 1.0
	portstriketolerance 			= 1.0
	convoyraidtolerance				= 1.0

	# efficency is a tweakable param to adjust according to how 
	#    much actual damage comes from doing this mission (not to be confused with desirability)
	logisticalstrikeefficency 	= 0.01
	runwaycrateringefficency 	= 0.01
	strategicstrikeefficency 	= 0.01
	installationstrikeefficency = 0.01

	taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes } 
	taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes } 
	taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes } 
	taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes } 
}
###################################
# Invasions and Naval
###################################
invasion = { 
	invasion	= no
 	base		= 0.1	#Relative modifier. (lower = specific targets much more important.)
	random		= 8.0	#How big a random range.  (1.0 = 1%)
	coastal		= 0.1	#increase to avoid coastal forts more.
	beach		= 0.1	#higher, avoid worst beaches.
	distance	= 20.0	#higher = avoid long distance.
	pocket		= 20.0	#prioritise pockets, ie provinces with no adjacent controlled by same.
	island		= 0.1	#prioritise taking pure islands.
	enemy		= 2.0	#higher = much more vary of troops in province.
	adjacentenemy 	= 2.0	#higher = much more vary of troops nearby
	air_base	= 1.5 
      	naval_base 	= 0.1 
      	air_support 	= 3.0 
      	redirect 	= nearest
	ignore		= no
      
	target = { 
		364 = 100 # Kavala 
		333 = 100  # Skopje
		409 = 80  # Istanbul
	} 
} 
admiral = { 
	min_org		= 100	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 98    # NEW: Percent of dmg gained back before the unit can leave port
	return_org 	= 60 	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
	return_dmg 	= 80 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

	ignore = {
		#Baltic Area
		"Northern Baltic"
		"Southern Baltic" 
		"Bothnian Bay"
		
		#Murmansk/Archangel
		"Barents Sea"
		"Arctic Ocean"
		
		#Norway Coast (Denmark Coast)
		"Norwegian Sea"
		"East North Sea"
		"Kattegat"
		
		#North Sea, East Coast of England
		"Central Northsea"
		"West Northsea"
		"Southeast Northsea"
		
		#England/France border Sea Areas
		"English Channel"
		"Bay of Biscay"
		"Cape Finisterre"
		
		#Spanish Coast (Atlantic Side)
		"Portugese Coast"
		"Cap St Vincent"
		
		#Iceland
		"Faroes Gap"
		"Denmark Strait"
		
		#Ireland/West Coast of England
		"Irish Sea"
		"The Hebreides"
		"Irish West Coast"
		
		#Greenland
		"Greenland Coast"
		"Northern Sea of Labrador" 
		"Southern Sea of Labrador"
		
		#Canada East Coast
		"Hudson Bay"
		"Grand Banks"
		"Canadian Maritimes"
		
		#Western Mediterranean
		"Costa del Sol"
		"Gulf of Lyon"
		"Algerian Coast"
		
		#Central Mediterranean
		"Tyrrhenian Sea"
		"Adriatic Sea"
		
		#Eastern Mediterranean
		"Aegean Sea"
		"Egyptian Coast"
		
		#North Atlantic
		"North Atlantic"
		"Western Approaches"
		"The Seamounts"
		"Azores"
		
		#Central Atlantic
		"Central Atlantic"
		"Central Mid-Atlantic Ridge"
		"Bermuda Triangle"
		"Guiana Basin"
		"South-Central Mid-Atlantic Ridge"
		"Cap Verde"
		
		#South Atlantic
		"Pernambuco Plain"
		"Ascension Fracture Zone"
		"Argentine Plain"
		"Angola Plain"
		
		#Caribbean Sea and Guilf of Mexico
		"West Gulf of Mexico"
		"East Gulf of Mexico" 
		"Florida Strait"
		"Yucatan Strait"
		"Windward Islands"
		"Central Carribean"
		
		#Brazil and Argentina Coast
		"Coast of Guyana"
		"Coast of Recife" 
		"Coast of Uruguay"
		"Coast of Brazil"
		"Coast of Argentina"
		
		# West Africa
		"Coast of Africa"
		"Coast of Bissao" 
		
		#Equitorial Africa
		"Gulf of Guinea"
		"Coast of Angola-Namibia"
		
		#South Africa
		"Coast of South Africa"
		"Atlantic-Indian Ridge"
		
		#East Africa
		"Red Sea"
		"Horn of Africa"
		
		#Madagascar Coast
		"South Mozambique Channel"
		"North Mozambique Channel" 
		"Northeast Coast of Madagascar"
		"Southeast Coast of Madagascar" 
		
		#North Indian Ocean (Persian Gulf)
		"Persian Gulf"
		"North Arabian Sea"
		"South Arabian Sea" 
		"Coast of Ceylon"
		
		#Central/South Indian Ocean
		"Mascarene Plateau"
		"Mid-Indian Ridge" 
		"Ninetyeast Ridge" 
		"Southeast Indian Ocean"
		"Southwest Indian Ocean" 
		
		#Bay of Bengal & West Indonesia
		"East Bay of Bengal"
		"West Bay of Bengal"
		"Malacca Strait"
		"Java Ridge"
		"Java Trench"
		
		#Indo-China, Borneo, Phillipenes
		"Gulf of Siam"
		"Coast of Indochina"
		"Spratly Sea"
		"Coast of Brunei"
		"Flores Sea"
		"Sulu Sea"
		"Celebes Sea"
		"Luzon Strait"
		
		#China Coast
		"Taiwan Strait"
		"Yellow Sea"
		
		#Japanese Coast
		"Sea of Japan"
		"Ryukyus"
		"Coast of Japan"
		"South Sea of Okhotsk"
		"West Sea of Okhotsk" 
		"East Sea of Okhotsk" 
		
		#Mariana Basin, Phillipenes
		"Philipine Trench"
		"Central Philippine Sea"
		"Mariana Trench"
		"East Mariana Basin"
		"Mid-Pacific Mountains"
		"North Bismarck Sea"
		
		#New Guinea, East/North Australia and New Zealan
		"Coast of New Guinea"
		"Molucca Sea"
		"Banda Sea"
		"Arafura Sea"
		"South Bismarck Sea"
		"Solomon Sea"
		"West Coral Sea"
		"East Coral Sea" 
		"North Tasman Sea"
		"South Tasman Sea" 
		"East Cost of New Zealand"
		
		# South and West Australia
		"Timor Sea"
		"West Coast of Australia"
		"East Great Australian Bight"
		"West Great Australian Bight" 
		
		#North Pacific
		"Coast of Kamchatka"
		"East Bering Sea"
		"West Bering Sea" 
		"Aleutians"
		"Northwest Pacific Basin"
		"North Northeast Pacific Basin"
		
		#Central Pacific
		"Hawaiian Rise"
		"North East Pacific Ocean"
		"Marshalls Sea"
		"South East Pacific Ocean"
		"Marianas"
		"Western Solomons"
		"Eastern Solomons"
		"US Maritimes"
		"Carolines"
		
		#South Pacific
		"Gilberts"
		"Line Islands"
		"Fiji Basin"
		"Southwest Pacific Basin"
		
		# South American West Coast
		"Southeast Pacific Basin"
		"West Coast of Chile"
		"West Coast of Peru"
		"South Southeast Pacific Ocean"
		"North Southeast Pacific Ocean"
		
		# USA West Coast
		"Gulf of Alaska"
		"West Coast of the United States"
		
		#West Coast of Mexico
		"West Coast of Mexico"
		"West Coast of Central America"
	}
	target = { } 
	core = { 2729 } 
}

Code:
# Serbia 1936 AI File

switch = no # [yes/no]
flags = { MOB1 = yes MOB2 = yes MOB3 = yes MOB4 = yes MOB5 = yes }
max_front_ratio = 1.2 
max_front_ratios = { 
	OTT = 4.0
	}
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 125
war = 1
upgrading = 0.35
reinforcement = 0.2
strat_redeploy_threshold = 25
exp_force_ratio = 0.0
exp_force_ratios = { } 
no_exp_forces_to = { JAP SIA ITA ROM SLO BUL HUN CRO FIN }
use_offensive_supply = no

###################################
# Diplomacy
###################################
combat = { OTT = 300 }

claim_acceptance = -69

# Special resistance against "influence" by the listed nations. Value range = [0 - 10]  
resistance = {  
	ROM = 4 
	BUL = 6
	U13 = 3
	OTT = 5
	ENG = 1
	GER = 1
}
befriend = {
	FRA = 50
	SOV = 50
	ENG = 10
}
protect = { 
	GRE = 20
}
target = { 
	333 = 250 # Skopje
	365 = 150  # Thessaloniki
	409 = 50 # Istanbul
}
trade = {
	cancel_deal_threshold = 2

	energy 		= -1
	rare_materials 	= -1
	metal 		= -1
	oil 		= -1
	supplies 	= -1
	money 		= -1

	favored = {
		FRA = 100
		GER = 100
		ENG = 100
		ITA = 100
		SOV = 50
		SWE = 80
		ROM = 100
		CRO = 50
		POL = 50
	}
	embargo = { }
}
tech_sharing = {
	favored = {
		BUL = 100
		GRE = 100
		GER = 50
		FRA = 100
		ENG = 100
		ITA = 100
		SOV = 50
	}
	embargo = { }
	not = { }
	prioritized = {
		# Agriculture
		5020 = 100
		5030 = 100
		5040 = 100

		# Inf support
		1310 = 100
		1320 = 100
		1330 = 100
		1340 = 100
		1350 = 100
		1360 = 100

		# Production
		5050 = 100
		5060 = 100
		5070 = 100
		5080 = 100
		5090 = 100
		5100 = 100
		5110 = 100
		5120 = 100
		5130 = 100
		5150 = 100
		5180 = 100

		# Mountain Unit techs
		1110 = 100
		1120 = 100
		1130 = 100
		1140 = 100
	}
}
###################################
# Spying
###################################
spyprefs =
{
	percentage_on_spies 		= 0.2
	percentage_foreign_mission 	= 0.6

	# Used for Intell efficiency and for setting minimum chance to succeed for the AI to do that particular type of mission
	spyprefsdata = 
	{
		NumberOfSpies = 15
		min_number_of_spies = 3
		steal_blueprint = 10
		minister_assassination = 5
		smear_campaign 	= 10
		coup = 3
		sabotage_industry = 10
		nuclear_sabotage = 5
		found_partisans	= 10
		massmedia = 10
		disrupt_techteam = 10
		country = SER
	}
	spyprefsdata = {
		country_priorities	= 6
		steal_blueprint 	= 10
		minister_assassination 		= 0
		smear_campaign 		= 3
		coup 				= 0
		sabotage_industry 	= 1
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 0
		disrupt_techteam	= 1
		country 			= ITA
	}
	spyprefsdata = {
		country_priorities	= 4
		steal_blueprint 	= 4 # 10
		minister_assassination 		= 0
		smear_campaign 		= 5 # 3
		coup 				= 0
		sabotage_industry 	= 4 # 2
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 1
		disrupt_techteam	= 2
		country 			= U13
	}
	spyprefsdata = {
		country_priorities	= 2
		steal_blueprint 	= 10
		minister_assassination 		= 0
		smear_campaign 		= 3
		coup 				= 0
		sabotage_industry 	= 2
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 1
		disrupt_techteam	= 2
		country 			= BUL
	}
	spyprefsdata = {
		country_priorities	= 2
		steal_blueprint 	= 10
		minister_assassination 		= 0
		smear_campaign 		= 3
		coup 				= 0
		sabotage_industry 	= 2
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 1
		disrupt_techteam	= 2
		country 			= U29
	}
	spyprefsdata = {
		country_priorities	= 2
		steal_blueprint 	= 10
		minister_assassination 		= 0
		smear_campaign 		= 3
		coup 				= 0
		sabotage_industry 	= 2
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 1
		disrupt_techteam	= 2
		country 			= CRO
	}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = { 
	max_factor = 0.000 


	AA_batteries = no
	max_AA_level = 5
	AA_provs = {
		355 # Sarajevo
		338 # Belgrade
	} 

	coastal_fort = no
	max_coastal_level = 2
	coastal_fort_provs = { } 

	radar_station = no 
	max_radar = 5 
	radar_provs = { } 

	air_base = no
	max_air_base = 2
	air_base_provs = { } 

	naval_base = no
	max_naval_base = 2
	naval_base_provs = { } 

	land_fort = no
	max_land_level = 2
	fort_borders = { } 

	ic_at_war = no 
	force_ic_until = 1935
	ic_end_year = 1935
	IC_provs = {
		355 # Sarajevo
		338 # Belgrade
	} 
}
military = { 
	relative_build_scheme 	= no
	max_batch_peace 		= 680 
	max_batch_war 			= 320 
	max_batch_home_front = 180
        extra_convoys_war = 0.000 
        extra_convoys_peace = 0.000 


	#### Divisions etc...
	infantry 		= 50
	cavalry 		= 0
	motorized 		= 0
	mechanized 		= 0
	light_armor 	= 0
	armor 			= 0
	paratrooper 	= 0
	marine 			= 0
	bergsjaeger 	= 28
	garrison		= 0
    hq 				= 0
	militia 		= 0
#				78 %
	interceptor 	= 10
	multi_role 		= 0
	cas 			= 7
	strategic_bomber = 0
	tactical_bomber = 5
	naval_bomber 	= 0
	transport_plane = 0
	flying_bomb 	= 0
	flying_rocket 	= 0
#				22 %
	battleship 		= 0
	carrier 		= 0
	escort_carrier	= 0
	destroyer 		= 0
	light_cruiser 	= 0
	heavy_cruiser 	= 0
	battlecruiser 	= 0
	submarine 		= 0
	nuclear_submarine = 0
	transports 		= 0
#				0 %

	#### Brigades
	artillery 			= 45
	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 			= 0 

            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 5110 5120 5840 5850 5860

		# Engineering
		5800 5080 5090 5100 5900 5910
		
		#Assembly lines
		5140 5180

		#Infantry
		1010 1020 1030 1040 1050 1060 1070 1080 1090 1100 1110 1120 1130 1140 1150 13000 13010 13020

		# Mountain Unit techs
		1160 1170 1180 1190 1200 1210 1220 1230 1240 1250 1260 1270 1280 1290 1300 13030 13040 13050

		# Air Doctrines
		9040 9050 9060 9080 9100 9130 9140 9190 9200 9210 9220 9230 9240 9250 9260 9270 9280 9290 9300 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420

		# CAS
		4400 4170 4280 4450 4180 15120 15130 
	} 
	ignore 		= {
		#EQUIPMENT Winter / Jungle / Desert / Sturdy
		5920 5930 5940 5950 5960 5970 5980 5990
		
		#Assembly lines 
		5150 5160 5170

		# Airborne
		1670 1680 1690 1700 1710 1720 1730 1740

		# Motorized
		1396 1400 1410 1420 1430 1440 1450 1460 

		# Marines
		1560 1570 1580 1590 1600 1610 1620 1630 1640 1650 1660

		# Cavalry
		13060 13070 13080 1310 1320 1330 1340 1350 1360 1370 1380 1390

		# Mechanized
		1470 1480 1490 1510 1510 1520

		# Air Transports
		4290 4250 4260 4270 15180 15190

		# Multirole Fighters
		4040 4070 4100

		# Naval Bomber
		4700 4710 4190 4200 4210 15140 15150

		# Strategic Bomber
		4220 4230 4240

		# Oil Refining
		5190 5200 5210 5220 5230 5240
		
		# Rocketry
		5560 7550 7560 7570 7580 7590

		# Atomic Research
		5470 5480 5490 5500 5510 5520 5530 5540

		# Bas Decimetric
		5410 5420 5430 5440 5450 5460

		# Light tanks
		7600 7610 2010 2630 2640 2650 2030 2040 2050

		# Medium tanks
		2070 2080 2090 2140 11000 2660 11010 2670 2140 11000 2660 11010 2670

		# Tank destroyers
		2170 2180 2850 2190 2200 2210 11020

		# SP guns
		2220 2230 2240 2250 11030 11040 2960

		# SP Rocket Artillery
		2980 2260 2270 2280 11050 11060 2990 
		
		# Static Anti-Air
		2800 2450 2460 2470 2480 2490 2500 11080

		# Anti Air Brigade
		2810 2820 2510 2520 2530 2540 11090 

		# Rocket Artillery
		2370 2380 2390

		# Armoured Cars
		2860 2870 2880 2020 2150 2160 2890 11110

		# Strategic Air Doctrines 9140
		9150 9160 9170 9180 9430 9440 9450 9460
	}
 
	armor 		= 3
	infantry 	= 4
	industry 	= 4
	aircraft 	= 1
	naval 		= 0
	land_doctrines 	= 1
	secret_weapons 	= 0
	air_doctrines 	= 1
	naval_doctrines = 0
}  

###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
	land_field_marshal 	=0.02
	land_general 		=0.031
	land_lt_general 	=0.41

	sea_grand_admiral 	=0.02
	sea_admiral 		=0.061
	sea_vice_admiral 	=0.401

	air_marshal 		=0.02
	air_general 		=0.091
	air_lt_General 		=0.11
}
garrison = {
	defend_overseas_beaches = yes
	home_multiplier 	= 1.0
	overseas_multiplier 	= 0.5
	home_peace_cap 		= 20
	war_zone_odds 		= 2.0
	key_point_prio_mult	= 0
	revolt_risk_mult	= 1.0

	# PRIORITIES:
	beach			= 20	# Beach level 2
	capital			= 40	# Our capital
	human_border		= 0	# Ignored for allied human players
	war_target		= 50	# The next country targeted for attack by this AI
	
	opposing_alliance	= 50	# For neutrals, all alliances are "opposing"
	claim_threat		= 0	# If we are neutral, countries with claims on us get this
	unstable_border		= 0	# Bordering countries at war with someone else get this

	# Borders with specific countries
	country_priorities = {
		GER = 50
		ITA = 10
		ROM = 10
		BUL = 10
		U29 = 40
		U13 = 30
		SOV = 100
		POL = 20
		OTT = 100
		CRO = 5
		GRE = -1
	}
	province_priorities = {	}
	area_multiplier = { }
}
front = { 
	recklessness 		= 1 # 0-3
	distrib_vs_ai 		= even
	distrib_vs_human 	= even

	enemy_reinf_days	= 6
	reserve_prop		= 0.1
	panic_ratio_vs_ai	= 2.5
	panic_ratio_vs_human	= 2.5
	base_attack_odds	= 1.3
	min_attack_odds		= 1.1
	max_attack_odds		= 3.0
	reinforce_odds		= 1.2
	withdraw_odds		= 0.6

	strength 	= 1.0
	organisation 	= 1.0
	soft_attack 	= 1.0
	hard_attack 	= 1.0
	ground_defense 	= 1.0
	dig_in 		= 1.0 # Against defender

	frozen_attack 	= 1.0
	snow_attack 	= 1.0
	blizzard_attack = 1.0
	storm_attack 	= 1.0
	muddy_attack 	= 1.0

	
	
	occupied 	= 0.7
	owned 		= 0.7

	jungle_attack 	= 1.0
	mountain_attack = 1.0
	swamp_attack 	= 1.0
	forest_attack 	= 1.0
	hill_attack 	= 1.0
	urban_attack 	= 1.0
	river 		= 1.0

      	enemy_handicap = { } 
      	passivity = { } 
} 
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
	min_mission_strength_org	= 0.8
	icxdayscostfactor 			= 10.0		# How to value true industrial cost when calculating expect causalties
	manpowercostfactor			= 100.0		# How to value manpower cost when calculating expect causalties
	destructionriskthreashold 	= 0.2		# when to fear a divisiopn might be destroyed

	# desirability is a multiplier used when calcualting the mission desirability
	airsuperioritydesirability 		= 30.0
	groundattackdesirability 		= 40.0
	inderdictiondesirability 		= 20.0
	logisticalstrikedesirability 	= 2.0
	runwaycrateringdesirability 	= 10.0
	strategicstrikedesirability 	= 10.0
	installationstrikedesirability 	= 5.0
	navalstrikedesirability 		= 15.0
	portstrikedesirability 			= 9.0
	convoyraiddesirability			= 9.0

	# tolerance is the required kill:loss ration expected to do 
	#    mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
	airsuperioritylosstolerance 	= 1.0
	groundattacklosstolerance 		= 1.0
	interdictionlosstolerance 		= 2.0
	logisticalstrikelosstolerance 	= 0.5
	runwaycrateringlosstolerance 	= 1.5
	strategicstriketolerance 		= 4.5
	installationstriketolerance 	= 1.5
	navalstriketolerance 			= 1.0
	portstriketolerance 			= 1.0
	convoyraidtolerance				= 1.0

	# efficency is a tweakable param to adjust according to how 
	#    much actual damage comes from doing this mission (not to be confused with desirability)
	logisticalstrikeefficency 	= 0.01
	runwaycrateringefficency 	= 0.01
	strategicstrikeefficency 	= 0.01
	installationstrikeefficency = 0.01

	taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes } 
	taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes } 
	taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes } 
	taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes } 
}
###################################
# Invasions and Naval
###################################
invasion = { 
 	base		= 0.1	#Relative modifier. (lower = specific targets much more important.)
	random		= 8.0	#How big a random range.  (1.0 = 1%)
	coastal		= 0.1	#increase to avoid coastal forts more.
	beach		= 0.1	#higher, avoid worst beaches.
	distance	= 20.0	#higher = avoid long distance.
	pocket		= 20.0	#prioritise pockets, ie provinces with no adjacent controlled by same.
	island		= 0.1	#prioritise taking pure islands.
	enemy		= 2.0	#higher = much more vary of troops in province.
	adjacentenemy 	= 2.0	#higher = much more vary of troops nearby
	air_base	= 1.5 
      	naval_base 	= 0.1 
      	air_support 	= 3.0 
      	redirect 	= nearest
	ignore		= no
      
	target = {
 } 
} 
admiral = { 
	min_org		= 100	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 98    # NEW: Percent of dmg gained back before the unit can leave port
	return_org 	= 60 	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
	return_dmg 	= 80 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships
	
	base = { 
		332
	}
	ignore = {
		#Baltic Area
		"Northern Baltic"
		"Southern Baltic" 
		"Bothnian Bay"
		
		#Murmansk/Archangel
		"Barents Sea"
		"Arctic Ocean"
		
		#Norway Coast (Denmark Coast)
		"Norwegian Sea"
		"East North Sea"
		"Kattegat"
		
		#North Sea, East Coast of England
		"Central Northsea"
		"West Northsea"
		"Southeast Northsea"
		
		#England/France border Sea Areas
		"English Channel"
		"Bay of Biscay"
		"Cape Finisterre"
		
		#Spanish Coast (Atlantic Side)
		"Portugese Coast"
		"Cap St Vincent"
		
		#Iceland
		"Faroes Gap"
		"Denmark Strait"
		
		#Ireland/West Coast of England
		"Irish Sea"
		"The Hebreides"
		"Irish West Coast"
		
		#Greenland
		"Greenland Coast"
		"Northern Sea of Labrador" 
		"Southern Sea of Labrador"
		
		#Canada East Coast
		"Hudson Bay"
		"Grand Banks"
		"Canadian Maritimes"
		
		#Western Mediterranean
		"Costa del Sol"
		"Gulf of Lyon"
		"Algerian Coast"
		
		#Eastern Mediterranean
		"Black Sea"
		"Aegean Sea"
		"Egyptian Coast"
		
		#North Atlantic
		"North Atlantic"
		"Western Approaches"
		"The Seamounts"
		"Azores"
		
		#Central Atlantic
		"Central Atlantic"
		"Central Mid-Atlantic Ridge"
		"Bermuda Triangle"
		"Guiana Basin"
		"South-Central Mid-Atlantic Ridge"
		"Cap Verde"
		
		#South Atlantic
		"Pernambuco Plain"
		"Ascension Fracture Zone"
		"Argentine Plain"
		"Angola Plain"
		
		#Caribbean Sea and Guilf of Mexico
		"West Gulf of Mexico"
		"East Gulf of Mexico" 
		"Florida Strait"
		"Yucatan Strait"
		"Windward Islands"
		"Central Carribean"
		
		#Brazil and Argentina Coast
		"Coast of Guyana"
		"Coast of Recife" 
		"Coast of Uruguay"
		"Coast of Brazil"
		"Coast of Argentina"
		
		# West Africa
		"Coast of Africa"
		"Coast of Bissao" 
		
		#Equitorial Africa
		"Gulf of Guinea"
		"Coast of Angola-Namibia"
		
		#South Africa
		"Coast of South Africa"
		"Atlantic-Indian Ridge"
		
		#East Africa
		"Red Sea"
		"Horn of Africa"
		
		#Madagascar Coast
		"South Mozambique Channel"
		"North Mozambique Channel" 
		"Northeast Coast of Madagascar"
		"Southeast Coast of Madagascar" 
		
		#North Indian Ocean (Persian Gulf)
		"Persian Gulf"
		"North Arabian Sea"
		"South Arabian Sea" 
		"Coast of Ceylon"
		
		#Central/South Indian Ocean
		"Mascarene Plateau"
		"Mid-Indian Ridge" 
		"Ninetyeast Ridge" 
		"Southeast Indian Ocean"
		"Southwest Indian Ocean" 
		
		#Bay of Bengal & West Indonesia
		"East Bay of Bengal"
		"West Bay of Bengal"
		"Malacca Strait"
		"Java Ridge"
		"Java Trench"
		
		#Indo-China, Borneo, Phillipenes
		"Gulf of Siam"
		"Coast of Indochina"
		"Spratly Sea"
		"Coast of Brunei"
		"Flores Sea"
		"Sulu Sea"
		"Celebes Sea"
		"Luzon Strait"
		
		#China Coast
		"Taiwan Strait"
		"Yellow Sea"
		
		#Japanese Coast
		"Sea of Japan"
		"Ryukyus"
		"Coast of Japan"
		"South Sea of Okhotsk"
		"West Sea of Okhotsk" 
		"East Sea of Okhotsk" 
		
		#Mariana Basin, Phillipenes
		"Philipine Trench"
		"Central Philippine Sea"
		"Mariana Trench"
		"East Mariana Basin"
		"Mid-Pacific Mountains"
		"North Bismarck Sea"
		
		#New Guinea, East/North Australia and New Zealan
		"Coast of New Guinea"
		"Molucca Sea"
		"Banda Sea"
		"Arafura Sea"
		"South Bismarck Sea"
		"Solomon Sea"
		"West Coral Sea"
		"East Coral Sea" 
		"North Tasman Sea"
		"South Tasman Sea" 
		"East Cost of New Zealand"
		
		# South and West Australia
		"Timor Sea"
		"West Coast of Australia"
		"East Great Australian Bight"
		"West Great Australian Bight" 
		
		#North Pacific
		"Coast of Kamchatka"
		"East Bering Sea"
		"West Bering Sea" 
		"Aleutians"
		"Northwest Pacific Basin"
		"North Northeast Pacific Basin"
		
		#Central Pacific
		"Hawaiian Rise"
		"North East Pacific Ocean"
		"Marshalls Sea"
		"South East Pacific Ocean"
		"Marianas"
		"Western Solomons"
		"Eastern Solomons"
		"US Maritimes"
		"Carolines"
		
		#South Pacific
		"Gilberts"
		"Line Islands"
		"Fiji Basin"
		"Southwest Pacific Basin"
		
		# South American West Coast
		"Southeast Pacific Basin"
		"West Coast of Chile"
		"West Coast of Peru"
		"South Southeast Pacific Ocean"
		"North Southeast Pacific Ocean"
		
		# USA West Coast
		"Gulf of Alaska"
		"West Coast of the United States"
		
		#West Coast of Mexico
		"West Coast of Mexico"
		"West Coast of Central America"
	}
	target = {
     	2737 = 150 
     	2739 = 150 
	} 
	core = {
     	2736  
	} 
}
 
Last edited:
And here are the switch AI files used when the countries are atw ar with the Ottomans:

Bulgaria:
Code:
# Bulgaria at war with the Ottoman Empire



garrison = {
	country_priorities = {
		GER = -1
		ITA = -1
		ROM = -1
		SER = -1
		U13 = -1
		SOV = -1
		SLO = -1
		POL = -1
		GRE = -1
		OTT = 150
	}
}
front = { 
	recklessness 		= 2 # 0-3
	distrib_vs_ai 		= offensive
	distrib_vs_human 	= offensive

	enemy_reinf_days	= 6
	reserve_prop		= 0.1
	panic_ratio_vs_ai	= 2.5
	panic_ratio_vs_human	= 2.5
	base_attack_odds	= 1.0
	min_attack_odds		= 0.8
	max_attack_odds		= 3.0
	reinforce_odds		= 1.2
	withdraw_odds		= 0.6

	strength 	= 1.0
	organisation 	= 1.0
	soft_attack 	= 1.0
	hard_attack 	= 1.0
	ground_defense 	= 1.0
	dig_in 		= 1.0 # Against defender

	frozen_attack 	= 1.0
	snow_attack 	= 1.0
	blizzard_attack = 1.0
	storm_attack 	= 1.0
	muddy_attack 	= 1.0

	
	
	occupied 	= 0.7
	owned 		= 0.7

	jungle_attack 	= 1.0
	mountain_attack = 1.0
	swamp_attack 	= 1.0
	forest_attack 	= 1.0
	hill_attack 	= 1.0
	urban_attack 	= 1.0
	river 		= 0.8

}

Serbia:
Code:
# Serbia at war with the Ottoman Empire



garrison = {
	country_priorities = {
		GER = -1
		ITA = -1
		ROM = -1
		BUL = -1
		U13 = -1
		SOV = -1
		POL = -1
		OTT = 150
		CRO = -1
		GRE = -1
	}
}
front = { 
	recklessness 		= 3 # 0-3
	distrib_vs_ai 		= offensive
	distrib_vs_human 	= offensive

	enemy_reinf_days	= 6
	reserve_prop		= 0.1
	panic_ratio_vs_ai	= 2.5
	panic_ratio_vs_human	= 2.5
	base_attack_odds	= 1.0
	min_attack_odds		= 0.8
	max_attack_odds		= 3.0
	reinforce_odds		= 1.2
	withdraw_odds		= 0.6

	strength 	= 1.0
	organisation 	= 1.0
	soft_attack 	= 1.0
	hard_attack 	= 1.0
	ground_defense 	= 1.0
	dig_in 		= 1.0 # Against defender

	frozen_attack 	= 1.0
	snow_attack 	= 1.0
	blizzard_attack = 1.0
	storm_attack 	= 1.0
	muddy_attack 	= 1.0

	
	
	occupied 	= 0.7
	owned 		= 0.7

	jungle_attack 	= 1.0
	mountain_attack = 1.0
	swamp_attack 	= 1.0
	forest_attack 	= 1.0
	hill_attack 	= 1.0
	urban_attack 	= 1.0
	river 		= 1.0

}
 
According to the file all switches occured:

1937-03-06 : [ Serbia ] -> [ Mods\The Bonaparte Legacy/ai\switch/SER_Ottoman.ai ]
1937-03-06 : [ Greece ] -> [ Mods\The Bonaparte Legacy/ai\switch/GRE_Ottoman.ai ]
1937-03-06 : [ Bulgaria ] -> [ Mods\The Bonaparte Legacy/ai\switch/BUL_Ottoman.ai ]

Here's another screenshot, now both Serbian and Greek AI are stuck on that river, with Bulgarians sitting and doing nothing.

wnaH.png
 
OK so try with these for both switches

front = {
recklessness = 3 # 0-3
distrib_vs_ai = offensive
distrib_vs_human = offensive

enemy_reinf_days = 2
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 0.8
min_attack_odds = 0.5
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6

strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender

frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0

occupied = 0.7
owned = 0.7

jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0

}
 
I've tested the switches, here are the results:

gD9xC.png


Immediately after the start of the war Greece conquered Thessaloniki and then left it garrisoned, retreating the rest of their army to Athens. Serbia conquered Macedonia. Then a stalemate began. It's been 9 months since the start of the war, the frontlines are static. The only exception is Serbia, which is trying to attack Haskovo but calls off the attack every time. Bulgarians haven't moved at all.

This is definitely weird, since all three countries use practically the same AI files. I could try to reduce min_attack_odds to 0.1 and see what happens, but I doubt it would help since current value is low enough. The behaviour of Bulgaria is the weirdest, they could attack the Ottomans with odds of 8:2 or 10:5 but they do nothing.

I'll try and run more tests and report what happens.