Modding AIs

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Default values used as examples

[edit] General factors

max_front_ratio = 4 	# 4-1 odds

This is the Maximum odds that a Front is considered to need against an enemy, which affects the number troops it receives

max_garrison_prop = 0.2 # 20%
min_garrison_prop = 0.1 # 10%

These two govern the proportion of troops that is given to Garrison duty in war time

war = 50 

The "war monger" value affects the propensity of a country for declaring wars

neutrality = 0 # Total neutrality at about 100 to 150

The tendency of a nation to create and accept alliances, and accept military access. The higher the value, the more "neutral" the nation. NOTE: this does not affect the tendency of a nation to start wars.

ferocity = no 

If 'yes', makes a country want all or nothing in peace negotiations

combat = { } 

Country tags listed here are considered our ancestral enemies and the scum of the Earth

protect = { } 

Country tags listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence.

befriend = { } 

Country tags listed here are considered our natural allies. We will try to befriend and ally with them.


[edit] Naval AI factors

admiral = { 
	target = { } 
} 
invasion = { 
    base = 1.000 
    random = 1.000 
    coastal = 1.000 
    beach = 1.000 
    distance = 1.000 
    pocket = 1.000 
    island = 1.000 
    enemy = 1.000 
    adjacentenemy = 1.000 
    target = { } 
} 

[edit] Front AI factors

front = { 

To start off this section

     recklessness = 1 

Value from 1 to 3 detemining the recklessness of the Front AI.

     enemy_reinf_days = 6 

Count enemy units less than X days from a target province in odds calculations

     reserve_prop = 0.2 # 20%

Proportion of troops in the front held as reserves.

     panic_ratio_vs_ai = 1.5

Front requests more troops if outnumbered by this factor by AI nations

     panic_ratio_vs_human = 1

Front requests more troops if outnumbered by this factor by human nations

     base_attack_odds = 2.5

Will attack at these odds or better

     min_attack_odds = 1.000 

If stalemated for a long period, may go as low as these attack odds

     max_attack_odds = 3.000

Don't use more force than necessary to reach these odds

     reinforce_odds = 1.000 

Send more troops into embattled provinces if the attacking force is at these odds or more

     withdraw_odds = 0.500 

Break off attacks and withdraw at these odds

     distrib_vs_ai = defensive 	
     distrib_vs_human = defensive 

Distribute front forces using the 'defensive', 'even' or 'reactive' schemes:

  • 'Reactive' attempts to match enemy strengths
  • 'Even' ignores the enemy and tries to maintain an even distribution of troops along the front.
  • 'Defensive' distributes forces according to the industrial/national value of the provinces.
     enemy_handicap = {
           ENG = 100
           FRA = 120
     }

Countries we do not counter-attack for a certain number of days. NOTE: These values are ignored for human-controlled enemies. CAUTION: Values apply for _every_new_ war with a set nation.

     state_multiplier = {
           122 = 20			# +20 prio for all provinces in the state that contains province 122
     }

Extra front priority for certain states. Only used by the 'defensive' distribution scheme. NOTE: These values are added to the normal priorities. For comparison, each POP is worth 1, each factory 4, the capital 20.

}

Remember to close the section as well


  1. GARRISON AI FACTORS
  1. The Garrison AI assigns a priority to each province within the domain. It then adds the priorites of
  2. all provinces and attempts to distribute a number of divisions to each province that corresponds to
  3. PROV_PRIO / TOTAL_PRIO.
  4. The Garrison AI is also responsible for balancing troops between overseas areas.

garrison = {

  1. Province Priorities:
  2. The priority of our capital city
   capital = 100 
  1. The priority of provinces along borders with human players (ignored if they are allies)
   human_border = 200 
  1. The priority of provinces along borders with the country we intend to attack soon
   war_target = 100 
  1. The priority of provinces along borders with countries that are pissed because we hold some of their
  2. national provinces.
   claim_threat = 100 
  1. Multiplier on the revolt risk in provinces. The prio of these provinces is X * revolt risk.

militancy_multiplier = 5.000

  1. Overrides all other border priorites and set priorities against specific countries.
  2. EXAMPLE:
   country_priorities = { 
   	ENG = 30

FRA = 0

   } 
  1. Override all other priorites and set for specific provinces
  2. EXAMPLE:
   province_priorities = { 
   	1345 = 100	# Province 1345 gets prio 100
   }
   
  1. Overseas Troop Allocation Factors:
  2. In overseas warzones, we want these odds against enemy forces
   war_zone_odds = 2.0
  1. If we have overseas areas, multiply our home need by this.
   home_multiplier = 0.5
  1. Peace time multiplier for overseas areas.
   overseas_multiplier = 0.33
  1. If an area contains a specific province, multiply the basic need by value (overrides overseas_multiplier, but if it is the home area it is ignored.)
  2. EXAMPLE:
   area_multiplier = { 
   	1345 = 0.5 # overseas_multiplier in the region containing province 1345 set to 0.5
   } 
  1. No more divisions than this should remain in our home area in peace time
   home_peace_cap = 10000 

}

  1. ARMAMENTS AI FACTORS

military = {

  1. May specify a certain number of divisions. -1 is dynamic scheme.

desired_mil_size = -1

  1. Percentage of infantry divisions that should be built to the mob pool.

mob_inf_perc = 75.000

  1. Force percentages that the AI should strive to uphold in the military:
  2. NOTE: For ship types that obsolete each other, the values are added together.
  1. LAND:

infantry = 40 cavalry = 20 dragoon = 5 irregular = 0

  1. 65
  2. NAVY:

submarine = 0

  1. --------- 0 # Submarines

dreadnought = 0 battleship = 0 ironclad = 10 monitor = 0 manowar = 10

  1. --------- 20 # Ships-of-the-Line

heavy_cruiser = 0 cruiser = 5 commerce_raider = 0 frigate = 0

  1. ---------- 5 # Escort/Fast ships

steamer_transport = 0 clipper_transport = 10

  1. ---------- 10 # Transports
  1. Brigade preferences:
  2. (% of eligible division types that should be built with a certain brigade type)

artillery = 25 engineer = 5 barrel = 0 cuirassier = 0 hussar = 0 hq = 0 guard = 0 regular = 0

  1. Sum of these should be <= 100

torpedo_boat = 0 destroyer = 0 corvette = 0 minelayer = 0 minesweeper = 0

  1. Sum of these should be <= 100

}


  1. FACTORY AI FACTORS
  2. this is a multiplier to how important it is to build a certain factory. Ingame its divided by the number currently built.

factory = { [factory_tag] = 1.0 #multiplier. }

  1. Tech AI Factors

technology = {

preference = { #tech id's of techs we want.. }

#probability for selecting that tech.. army = 1.0 navy = 1.0 culture = 1.0 commerce = 1.0 industry = 1.0 }

  1. Reform AI

reform = {

voting_rights= { 1.0 #none 1.0 #landed 1.0 #wealth 1.0 #suffrage } press_rights= { 1.0 #state press 1.0 #censorship 1.0 #free press } political_parties= { 1.0 #none 1.0 #right-to-ban 1.0 #all allowed } trade_unions= { 1.0 #none 1.0 #non-socialist 1.0 #socialist-only 1.0 #all } public_meetings= { 1.0 #NO 1.0 #YES } maximum_workhours= { 1.0 #NO 1.0 #14 1.0 #12 1.0 #10 1.0 #8 } minimum_wages= { 1.0 #none 1.0 #trinkets 1.0 #low 1.0 #acceptable 1.0 #good } safety_regulations= { 1.0 #none 1.0 #trinkets 1.0 #low 1.0 #acceptable 1.0 #good } health_care= { 1.0 #none 1.0 #trinkets 1.0 #low 1.0 #acceptable 1.0 #good } unemployment_subsidies= { 1.0 #none 1.0 #trinkets 1.0 #low 1.0 #acceptable 1.0 #good } pension_funds= { 1.0 #none 1.0 #trinkets 1.0 #low 1.0 #acceptable 1.0 #good }

}


  1. Construction AI Factors

construction = {

#Some guiding factors.. fortress_pref = x #how often for forts railroad_pref = x #how often for railroads colonize_pref = x #how often for colonies. factory_pref = x # how often to build factories


countrylist = { ENG FRA ... } #list of countries to build borders against... fortress = { #prov_id = priority 327 = 200.0 240 = 100.0 } }


  1. Railroad factors

factory = { max = x # number of simultaneous builds.. -1 = unlimited target = { #prov_id = priority 327 = 200.0 240 = 100.0 } }


  1. Colony factors

colony = { size = x # number of areas at the same time.

#This is what we will get pissed if someone else colonies, primary = { #order is important here, as we want to... "gold coast" } secondary = { #what to colonize when all primary taken. } }


  1. PEACE NEGOTIATION FACTORS

peace = { quiet_factor = 1.0 # Tendency to offer peace after long periods of inactivity in the war. ferocity = 1.0 # Reluctance to end a war no matter what. Ferocious nations will fight to the bitter end. }

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