NAI
All 946 NAI constants from HOI4 v1.19 — datamined values with the developers' own comments.
| Key | Value | Comment |
|---|---|---|
PEACE_TIME_NAVY_FUEL_FACTOR |
0.25 |
Percentage of fuel available to navy that is allowed to use for missiosn during peace time |
PEACE_TIME_NAVY_FUEL_LIMIT |
0.5 |
The maximum fuel percentage to use for navy at peace from available fuel scaled with world tension |
AI_TASKFORCE_REQUIRED_RESERVE_RATIO |
0.2 |
Fraction of required TF optimal composition held in reserve for reinforcement (rounded up per type) |
GARRISON_FRACTION |
0 |
How large part of a front should always be holding the line rather than advancing at the enemy |
THEORIST_SCALING_WEIGHT_FACTOR_PER_NON_POLITICAL_ADVISORS |
0.15 |
Scale theorist weight by this * num non political advisors |
DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD |
1 |
|
BASE_RELUCTANCE |
20 |
Base reluctance applied to all diplomatic offers |
DIPLOMATIC_ACTION_RANDOM_FACTOR |
0.5 |
How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc) |
DIPLOMATIC_ACTION_PROPOSE_SCORE |
50 |
AI must score a diplomatic action at least this highly to propose it themselves |
DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE |
50 |
Base diplomatic action score bonus to go to war per wargoal |
DIPLOMATIC_ACTION_BREAK_SCORE |
-10 |
AI must score a diplomatic action less than this to break it off |
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_BASE_SCORE |
-700 |
The conditions need to make the base score beat DIPLOMATIC_ACTION_PROPOSE_SCORE before a blockade is considered |
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_DECREMENT_SCORE_PER_EXISTING_BLOCKADE |
100 |
AI will decrease the desire by this amount following each existing blockade |
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_OPINION_SCALING |
-2 |
AI will increase the desire by this amount times the opinion of the target, note that this must be a negative value to increase desire |
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_TENSION_FACTOR |
8 |
Generated Threat x TENSION_FACTOR |
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_DECREMENT_SAME_IDEOLOGY |
2000 |
AI will decrease the desire by this amount if the target is of the same ideology |
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_FLEET_SIZE_THRESHOLD |
100 |
AI will increase/decrease the naval blockade desire if the fleet size difference above/below this threshold |
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_FLEET_SIZE_SCALING |
4 |
AI will increase/decrease the naval blockade desire by this times if the fleet size difference above/below the threshold |
DIPLOMACY_CREATE_FACTION_FACTOR |
0.75 |
Factor for AI desire to create a new faction. Val < 1.0 makes it less likely to create than to join. |
DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY |
60 |
AI penalty for diplomatic faction acitons between nations of different ideologies |
DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR |
10 |
AI bonus acceptance when being asked about faction is a major of the same ideology |
DIPLOMACY_FACTION_NEUTRALITY_PENALTY |
50 |
Neutral nations have a separate penalty, not wanting to get involved at all, rather than caring much about the difference in ideology |
DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR |
0.2 |
How much the AI takes global tension into account when considering faction actions |
DIPLOMACY_FACTION_WAR_RELUCTANCE |
-50 |
Penalty to desire to enter a faction with a country that we are not fighting wars together with. |
DIPLOMACY_FACTION_TAKE_OVER_RELUCTANCE_VERSUS_HUMAN |
2 |
Multiplier penalty for how much stronger than a human faction member an AI country must be to choose to assume faction leadership. |
DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE |
-50 |
extra reluctance to join stuff as scared minor |
DIPLOMACY_FACTION_PLAYER_JOIN |
20 |
Bonus for human players asking to join a faction. |
DIPLOMACY_BOOST_PARTY_COST_FACTOR |
100 |
Desire to boost party popularity subtracts the daily cost multiplied by this |
DIPLOMACY_IMPROVE_RELATION_COST_FACTOR |
5 |
Desire to boost relations subtracts the cost multiplied by this |
DIPLOMACY_IMPROVE_RELATION_PP_FACTOR |
0.1 |
Desire to boost relations adds total PP multiplied by this |
DIPLOMACY_SEND_ATTACHE_COST_FACTOR |
5 |
Desire to send attache substracts the cost multiplied by this |
DIPLOMACY_SEND_ATTACHE_PP_FACTOR |
0.1 |
Desire to send attache adds total PP multiplied by this |
DIPLOMACY_REJECTED_WAIT_MONTHS_BASE |
4 |
AI will not repeat offers until at least this time has passed, and at most the double |
DIPLOMACY_LEND_LEASE_MONTHS_TO_CANCEL |
1 |
AI will not cancel a lend lease offer until this time has passed |
DIPLOMACY_CALL_ALLY_VALIDITY_DURATION |
1 |
Overwrite above value for CallAlly and JoinAlly diplo action. This is however fixed, and is not subject to randomness. Also, this is the time the AI will keep the action in its incoming queue without declining it. |
DIPLOMACY_PURCHASE_EQUIPMENT_MONTHS |
2 |
AI will not ask to purchase equipment more often than this |
DIPLOMACY_SEND_MAX_FACTION |
0.75 |
Country should not send away more units than this as expeditionaries |
DIPLOMACY_ACCEPT_VOLUNTEERS_BASE |
50 |
Base value of volunteer acceptance (help is welcome) |
DIPLOMACY_ACCEPT_ATTACHE_BASE |
50 |
Base value of attache acceptance (help is welcome) |
DIPLOMACY_ACCEPT_ATTACHE_OPINION_TRASHHOLD |
20 |
Value of opinion that will remove accepting penalty for receiveing the attache |
DIPLOMACY_ACCEPT_ATTACHE_OPINION_PENALTY |
-100 |
Value of acceptance penalty if the opinion too low |
DIPLOMACY_FACTION_MAJOR_AT_WAR |
1000 |
Factor that will be multiplied with the surrender level in the desire to offer to the other ai to join a faction |
DIPLOMACY_FACTION_SURRENDER_LEVEL |
20 |
How much the recipient nation losing matters for joining a faction |
DIPLO_PREFER_OTHER_FACTION |
-200 |
The country has yet to ask some other faction it would prefer to be a part of. |
DIPLO_DISTANCE_BETWEEN_CAPITALS |
-340 |
Max scaled malus from distance between capitals |
DIPLO_ACCEPTABLE_DISTANCE_BETWEEN_CAPITALS |
1000 |
When scaled distance malus begins to kick in. At double this value, max penalty (above) is achieved |
DIPLO_SHOW_FACTION_JOIN_WARNING_THRESHOLD |
-20 |
Show warning if declare-war target is this close to accepting or being sent a faction invitiation |
DIPLO_MAX_CONTAINMENT_ACCEPTANCE |
100 |
Max value for 'wants to contain' diplo acceptance |
AI_GUARANTEE_DESIRE_WITH_PRESSURE_MODIFIER |
15 |
If we have an 'ideology drfit from guarantees' modifier, how much more likely will we be to guarantee nations? |
RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE |
7 |
Refreshes need scores based on country situation. |
RESEARCH_WEIGHT_TRUNCATION_THRESHOLD |
0.75 |
When choosing a tech to research, use this truncation selection threshold. (for example, if the top score is 10, a threshold of 0.75 will pick randomly from anything above 7.5 score) |
RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR |
0.15 |
Multiplies value based on relative military industry size / country size. |
RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR |
0.05 |
Multiplies value based on relative naval industry size / country size. |
RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR |
0.07 |
Multiplies value based on relative number of air base / country size. |
RESEARCH_NEW_DOCTRINE_RANDOM_FACTOR |
0.05 |
How much randomness is allowed to contribute to do new research expressed as a factor of total tech weights. Higher means more random exploration. |
RESEARCH_AHEAD_BONUS_FACTOR |
25 |
To which extent AI should care about ahead of time bonuses to research |
RESEARCH_BONUS_FACTOR |
5 |
To which extent AI should care about research speed bonuses |
RESEARCH_YEARS_BEHIND_FACTOR |
0.2 |
To which extent AI should care about not falling behind (i.e. increase weight for old tech) |
RESEARCH_NEEDS_FACTOR |
0.01 |
To which extent AI should care about its research needs (research needs are matched against the tech category) |
RESEARCH_LENGTH_FACTOR |
3 |
To which extent AI should care about how long it takes to research something (it prefers short research times) |
MAX_AHEAD_RESEARCH_PENALTY |
3 |
Max ahead of time penalty AI will ever consider (this also includes BASE_YEAR_AHEAD_PENALTY_FACTOR, so not the raw time) |
RESEARCH_AHEAD_OF_TIME_FACTOR |
4 |
To which extent AI should care about ahead of time penalties to research |
RESEARCH_BASE_DAYS |
60 |
AI adds a base number of days when weighting completion time for techs to ensure it doesn't only research quick techs |
DECLARE_WAR_RELATIVE_FORCE_FACTOR |
0.5 |
Weight of relative force between nations that consider going to war |
TRADEABLE_FACTORIES_FRACTION |
0.8 |
Will at most trade away this fraction of factories. |
MIN_DELIVERED_TRADE_FRACTION |
0.8 |
AI will cancel trade deals that are not able to deliver more than this fraction of the agreed amount |
SEA_PATH_LENGTH_SCORE_BASE |
-30 |
scoring reduction from naval paths for AI when picking trade partners |
MINIMUM_GOOD_TRADE_RATIO_PER_CIV |
0.005 |
for each civ factory we have mul with this we are allowed to trade under % of resource on a trade |
NAVAL_DOCKYARDS_SHIP_FACTOR |
1.5 |
The extent to which number of dockyards play into amount of sips a nation wants |
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR |
0.8 |
Base value for how much of currently used equipment the AI will at least strive to have in stock |
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR_GARRISON |
0.3 |
Base value for how much of currently used equipment the AI will at least strive to have in stock for garrison forces |
AIR_SUPERIORITY_FACTOR |
2.5 |
Factor for air superiority score |
ROCKET_MIN_ASSIGN_SCORE |
10 |
Minimum total score for region to be considered for rocket air missions |
ROCKET_MIN_PRIO_ASSIGN_SCORE |
50 |
Minimum total score for region to be considered for critical rocket air missions |
ROCKET_PRIORITIZE_BARRAGE |
false |
Prioritize rocket barrage or strategic bombing mission. false = prioritize strategic bombing, true = prioritize barrage |
ROCKET_ASSIGN_SCORE_REDUCTION_PER_ASSIGNMENT |
0.5 |
each assigned rocket reduces the score of a region by this amount |
GUN_EMPLACEMENT_MIN_ASSIGN_SCORE |
1 |
Minimum total score for region to be considered for gun emplacement air missions |
GUN_EMPLACEMENT_MIN_PRIO_ASSIGN_SCORE |
50 |
Minimum total score for region to be considered for critical gun emplacement air missions |
GUN_EMPLACEMENT_ASSIGN_SCORE_REDUCTION_PER_ASSIGNMENT |
0.5 |
each assigned gun emplacement reduces the score of a region by this amount |
MAX_VOLUNTEER_ARMY_FRACTION |
0.25 |
Countries will not send more than their forces time this number to aid another country |
DEPLOY_MIN_TRAINING_SURRENDER_FACTOR |
0.5 |
Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0 |
DEPLOY_MIN_EQUIPMENT_SURRENDER_FACTOR |
0.9 |
Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0 |
DEPLOY_MIN_TRAINING_PEACE_FACTOR |
0.98 |
Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime |
DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR |
0.98 |
Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime |
DEPLOY_MIN_TRAINING_WAR_FACTOR |
0.95 |
Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime |
DEPLOY_MIN_EQUIPMENT_WAR_FACTOR |
0.95 |
Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime |
DEPLOY_MIN_EQUIPMENT_CAP_DEPLOY_FACTOR |
0.85 |
If training is capped by equipment deficit and we have reached that cap, deploy unit anyway if percentage is above this (reinforce in field instead). |
DYNAMIC_STRATEGIES_THREAT_FACTOR |
4 |
How much threat generated by other countries effects generated strategies |
LOCATION_BALANCE_TO_ADVANCE |
0 |
Limit on location strength balance between country and enemy for unit to dare to move forward. |
EQUIPMENT_MARKET_UPDATE_FREQUENCY_DAYS |
11 |
How often the AI runs its market logic |
EQUIPMENT_MARKET_MAX_CIVS_FOR_PURCHASES_RATIO |
0.1 |
Ratio of available civilian factories to max use for equipment purchases (0.2 = 20 %, so 50 available civs would mean max ca 10 civs to spend on purchases at any one time). Gets modified by equipment_market_spend_factories AI strategy. |
EQUIPMENT_MARKET_BASE_MARKET_RATIO |
0.2 |
The AI tries to keep ca this ratio of equipment surplus for sale on the market. Gets modified by equipment_market_for_sale_factor AI strategy. |
EQUIPMENT_MARKET_DEFAULT_CIC_CHUNK_FOR_SALE |
150 |
When putting things up for sale on the market, this determines the default "chunk" size of equipment the AI puts up. Gets overridden by equipment_market_min_for_sale AI strategy. (If one equipment is worth 5 CIC, a value of 150 would result in chunk sizes of 150/5 = 30 units) |
EQUIPMENT_MARKET_NR_DELIVERIES_SOFT_MAX |
10 |
AI tries to adjust assigned factories and amount of equipment to keep nr deliveries at max this |
EQUIPMENT_MARKET_EXTRA_CONVOYS_OVERRIDE |
2 |
Makes the AI able to buy convoys even if they are lacking free convoys. 0 will make them stop this behavior, anything > 0 will allow overriding the perceived nr of free convoys. Only if convoy equipment has a non-zero weight does the actual value matter. |
EQUIPMENT_MARKET_WANTED_CONVOY_USAGE_RATIO |
0.3 |
If the AI's available/free/unused convoys is reduced to this ratio (0.3 = 30 %), start buying convoys. |
EQUIPMENT_MARKET_CONTRACT_DURATION_ACCEPTANCE |
-10 |
If expected contract duration is longer than EQUIPMENT_MARKET_NR_DELIVERIES_SOFT_MAX deliveries, then add this to the PurchaseContract AI acceptance score per nr overdue deliveries |
EQUIPMENT_MARKET_CONTRACT_EFFICIENCY_TO_CANCEL |
0.1 |
If contract efficiency stays below this, the AI will cancel the contract |
EQUIPMENT_MARKET_EQUIPMENT_SUNK_TO_CANCEL |
0.5 |
If more equipment is sunk then the given percentage, the AI will cancel the contract |
EQUIPMENT_MARKET_SHORTAGE_DAYS_TO_CANCEL |
30 |
If equipment deficit will take more than these many days to fix, the AI will cancel the contract |
EQUIPMENT_MARKET_MAX_CONVOY_RATIO_FOR_MARKET_PEACE |
0.5 |
Max ratio of total convoys to use for equipment trade while at peace |
EQUIPMENT_MARKET_MAX_CONVOY_RATIO_FOR_MARKET_WAR |
0.25 |
Max ratio of total convoys to use for equipment trade while at war |
EQUIPMENT_MARKET_SCORE_FACTOR_VARIANT_SCORE |
5 |
Score coefficient for VariantScore (high is good) |
EQUIPMENT_MARKET_SCORE_FACTOR_CIC_VALUE_NEEDED |
8 |
Score coefficient for CicValueNeeded (high is prio) |
EQUIPMENT_MARKET_SCORE_FACTOR_SUBSIDY_VALUE |
2 |
Score coefficient for SubsidyValue (high is good) |
EQUIPMENT_MARKET_SCORE_FACTOR_COST_PER_UNIT |
-5 |
Score coefficient for SubsidizedCostPerUnit (low is good) |
EQUIPMENT_MARKET_SCORE_FACTOR_AI_STRAT_WEIGHT |
50 |
Score coefficient for AiStratWeight (high is prio) |
EQUIPMENT_MARKET_SCORE_FACTOR_DIPLO_OPINION |
1 |
Score coefficient for DiploOpinion, mainly used as tie breaker (high is good) |
INFRASTRUCTURE_PERCENTAGE_AT_WHICH_TO_BUILD_INFRA_CAP_BUILDING |
0.75 |
When should we build a cap building on a state |
NUM_FACTORIES_IN_STATE_TO_WANT_ENERGY_REDUCTION |
6 |
How many mils should we want in a state before we think about building energy reduction cap building |
TOTAL_STATE_EXTRACTED_RESOURCES_FOR_BUILDING_RESOURCE_CAP_BUILDING |
30 |
How many resources required for building a resource inproving infra cap building |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MANPOWER_IN_FIELD |
-20 |
Scale multiplied by difference in manpower in field |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_GLOBAL_TENSION |
-10 |
Multiplied by WT |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_WAR_SUPPORT |
-10 |
Multiplied by recipient WS |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_EMBARGO |
2 |
Multiplied by num embargo, max 5 embargo |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_OWN_SURRENDER_LIMIT |
20 |
Multiplied by recipient nation's surrender level |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MINOR_WAR |
10 |
Applied if recipient is a minor nation (and therefore there are no majors in this war) |
MIN_POLITICAL_POWER_MONTHLY_GAIN_FOR_IMPROVE_RELATIONS |
0.5 |
If country makes less than this PP per month, they won't improve relations |
NUM_RESOURCES_TO_ALLOW_MINOR_EMBARGO |
69 |
If we or any of our puppets have more total resources of a single category that this, we will consider embargoing countries |
EMBARGO_WORLD_TENSION_THREAT_DIVISOR |
2.5 |
A divisor to generated world tension when applying how much we care about it in AI desire |
OPINION_CUTOFF_FOR_IMPROVE_RELATIONS |
80 |
AI will never consider improving relations if above this opinion with target. |
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_LAND |
35 |
Army XP needed before attempting to create a variant of a type that uses the tank designer (the tank designer DLC feature must be active). |
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY |
50 |
Same as above but for the ship designer. |
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR |
25 |
Same as above but for the plane designer. |
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_LAND |
35 |
Army XP needed before attempting to create a variant of a type that uses the legacy upgrades system. ai_strategy supports land_xp_spend_priority upgrade_xp_cutoff. If none is set, this define is used instead. |
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_NAVY |
25 |
Same as above but for navy XP and navy_xp_spend_priority. |
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_AIR |
25 |
Same as above but for air XP and air_xp_spend_priority. |
VARIANT_CREATION_XP_RESERVE_LAND |
50 |
If the AI lacks army XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant. |
VARIANT_CREATION_XP_RESERVE_NAVY |
50 |
Same as above but for navy XP. |
VARIANT_CREATION_XP_RESERVE_AIR |
50 |
Same as above but for air XP. |
LAND_DESIGN_ALTERNATIVE_ABSENTThe AI uses the below values when selecting which design to make among the types that use the tank designer (the tank designer DLC feature must be active). For each role, the highest priority AI design that can be created, if any, is assigned a weight. Any design with a weight of zero or a weight that falls below the cutoff is dropped. A random design is then picked from the remaining. Weight is calculated as AlternativeFactor * DemandFactor. An "alternative" is a producible design of the same archetype (each specialized type is its own archetype). |
30000 |
|
LAND_DESIGN_ALTERNATIVE_OF_LESSER_TECH |
10000 |
|
LAND_DESIGN_ALTERNATIVE_OF_EQUAL_TECH |
100 |
|
LAND_DESIGN_ALTERNATIVE_OF_GREATER_TECH |
1 |
|
LAND_DESIGN_DEMAND_FIELD_DIVISIONIf a template may be reinforced with the archetype it's considered to be "demanded". If multiple conditions are met, e.g. it's both in the field and in training, the largest value is used. |
20 |
|
LAND_DESIGN_DEMAND_TRAINING_DIVISION |
15 |
|
LAND_DESIGN_DEMAND_GARRISON_DIVISION |
10 |
|
LAND_DESIGN_DEMAND_UNUSED_TEMPLATE |
1 |
|
LAND_DESIGN_DEMAND_ABSENT |
1 |
|
LAND_DESIGN_CUTOFF_AS_PERCENTAGE_OF_MAXIf a design with a weight when divided by the largest weight falls below this value it's excluded from the selection. Valid values are in the range [0, 1] inclusive. |
0.25 |
|
AIR_DESIGN_ALTERNATIVE_ABSENTSee above documentation. |
1000000 |
|
AIR_DESIGN_ALTERNATIVE_OF_LESSER_TECH |
10000 |
|
AIR_DESIGN_ALTERNATIVE_OF_EQUAL_TECH |
100 |
|
AIR_DESIGN_ALTERNATIVE_OF_GREATER_TECH |
1 |
|
AIR_DESIGN_DEMAND_MAXThe AI desires to produce equipment at a certain rate per archetype, and demand is determined per archetype relative to the least and most desired counts. |
33 |
|
AIR_DESIGN_DEMAND_MIN |
1 |
|
AIR_DESIGN_DEMAND_ABSENT |
0 |
|
AIR_DESIGN_CUTOFF_AS_PERCENTAGE_OF_MAX |
0.34 |
|
DESIRE_USE_XP_TO_UNLOCK_LAND_DOCTRINEThe AI "desires" to spend XP on doctrines, templates, and equipment. The desire is built up over time and when XP is available it spends it on the action that has the highest accumulated desire. After spending XP the desire is reset, in effect balancing the desires. Below is the daily desire gain for each action. |
0.5 |
How quickly is desire to unlock land doctrines accumulated? |
DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE |
0.5 |
How quickly is desire to unlock naval doctrines accumulated? |
DESIRE_USE_XP_TO_UNLOCK_AIR_DOCTRINE |
0.5 |
How quickly is desire to unlock air doctrines accumulated? |
DESIRE_USE_XP_TO_UPDATE_LAND_TEMPLATE |
2 |
How quickly is desire to update/create templates accumulated? |
DESIRE_USE_XP_TO_UPGRADE_LAND_EQUIPMENT |
1 |
How quickly is desire to update/create land equipment variants accumulated? |
DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT |
1 |
How quickly is desire to update/create naval equipment variants accumulated? |
DESIRE_USE_XP_TO_UPGRADE_AIR_EQUIPMENT |
1 |
How quickly is desire to update/create air equipment variants accumulated? |
DESIRE_USE_XP_TO_UNLOCK_ARMY_SPIRIT |
0.35 |
How quickly is desire to unlock army spirits accumulated? |
DESIRE_USE_XP_TO_UNLOCK_NAVY_SPIRIT |
0.35 |
How quickly is desire to unlock naval spirits accumulated? |
DESIRE_USE_XP_TO_UNLOCK_AIR_SPIRIT |
0.35 |
How quickly is desire to unlock air spirits accumulated? |
DAYS_BETWEEN_CHECK_BEST_DOCTRINE |
30 |
Recalculate desired best doctrine to unlock with this many days inbetween. |
DAYS_BETWEEN_CHECK_BEST_TEMPLATE |
7 |
Recalculate desired best template to upgrade with this many days inbetween. |
DAYS_BETWEEN_CHECK_BEST_EQUIPMENT |
7 |
Recalculate desired best equipment to upgrade with this many days inbetween. |
UNLOCK_SPIRIT_AI_WILL_DO_FACTOR |
20 |
Factor for scripted ai_will_do value |
UNLOCK_SPIRIT_MODIFIER_FACTOR |
0.05 |
Factor for AI's evaluated value of the modifiers connected to the spirit |
UNLOCK_SPIRIT_USE_TRUNCATION_SELECT |
false |
Whether to use truncation select or roulette-wheel select. Set threshold for truncation select below. |
UNLOCK_SPIRIT_TRUNCATION_SELECT_THRESHOLD |
0.8 |
Valid between [0.0, 1.0]. When unlocking spirits, select randomly from all spirits with AI score >= VALUE * HighestSpiritScore. To always select the best, set this value to 1.0. To select fully randomly, set this value to 0.0. |
FOCUS_TREE_CONTINUE_FACTOR |
1.5 |
Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path. |
PLAN_VALUE_TO_EXECUTE |
-0.5 |
AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced). |
DECLARE_WAR_NOT_NEIGHBOR_FACTOR |
0.25 |
Multiplier applied before force factor if country is not neighbor with the one it is considering going to war |
CALL_ALLY_BASE_DESIRE |
20 |
exactly what it says |
CALL_ALLY_DEMOCRATIC_DESIRE |
50 |
Desire to call ally added for democratic AI |
CALL_ALLY_NEUTRAL_DESIRE |
25 |
Desire to call ally added for neutral AI |
CALL_ALLY_FASCIST_DESIRE |
-10 |
Desire to call ally added for fascist AI |
CALL_ALLY_COMMUNIST_DESIRE |
75 |
Desire to call ally added for communist AI |
CALL_ALLY_PUPPET_INVITE_OVERLORD |
1000 |
Desire for a puppet to call its overlord into the war |
CALL_ALLY_OVERLORD_INVITE_PUPPET |
20 |
Desire for an overlord to call its puppet into the war |
CALL_ALLY_RELATIVE_INDUSTRY_STRENGTH_THRESHOLD |
1.5 |
If our relative industry strength ratio is less than this (compared to all enemies), increase desire to call allies |
CALL_ALLY_RELATIVE_ARMY_STRENGTH_THRESHOLD |
1.5 |
If our relative army strength ratio is less than this (compared to all enemies), increase desire to call allies |
CALL_ALLY_RELATIVE_INDUSTRY_STRENGTH_MAX |
50 |
Max desire value for relative industry strength (lerping between zero and this based on the threshold) |
CALL_ALLY_RELATIVE_ARMY_STRENGTH_MAX |
100 |
Max desire value for relative army strength (lerping between zero and this based on the threshold) |
CALL_ALLY_LOSING_WAR_THRESHOLD |
0.45 |
If our war progress is less than this, increase desire to call allies (0.5 is stalemate) |
CALL_ALLY_LOSING_WAR_MAX |
100 |
Max desire value for losing war (lerping between zero and this based on the threshold) |
CALL_ALLY_WAR_LENGTH_NR_MONTHS |
2 |
For every month the war has gone on, increase desire this much |
CALL_ALLY_JOINER_HAS_ENEMY_NEIGHBOR |
100 |
If the joining country is neighbor to at least one of the enemies, increase desire this much |
AI_CHAIN_CALLS_ALLIES |
true |
with this enabled the AI will automatically call AI allies when called into a war (which in turn generates a single popup, this circumvents some potential modfiable scripts with the call ally diplo action, which might be a cause to disable it in some mods |
MIN_AI_UNITS_PER_TILE_FOR_STANDARD_COHESION |
1.5 |
How many units should we have for each tile along a front in order to switch to standard cohesion (less moving around) |
MIN_FRONT_SIZE_TO_CONSIDER_STANDARD_COHESION |
12 |
How long should fronts be before we consider switching to standard cohesion (under this, standard cohesion fronts will switch back to relaxed) |
JOIN_ALLY_BASE_DESIRE |
20 |
exactly what it says |
JOIN_ALLY_DEMOCRATIC_DESIRE |
50 |
Desire to join ally added for democratic AI |
JOIN_ALLY_NEUTRAL_DESIRE |
25 |
Desire to join ally added for neutral AI |
JOIN_ALLY_FASCIST_DESIRE |
-10 |
Desire to join ally added for fascist AI |
JOIN_ALLY_COMMUNIST_DESIRE |
75 |
Desire to join ally added for communist AI |
JOIN_FACTION_BOTH_LOSING |
-300 |
Desire to be in a faction when both we and htey are in losing wars |
LENDLEASE_FRACTION_OF_PRODUCTION |
0.5 |
Base fraction AI would send as lendlease |
LENDLEASE_FRACTION_OF_STOCKPILE |
0.25 |
Base fraction AI would send as lendlease |
MINIMUM_MONTHLY_LEND_LEASE_EQUIPMENT |
10 |
AI will not offer lend-lease if the monthly amount would be less than this |
MINIMUM_EQUIPMENT_TO_ASK_LEND_LEASE |
-100 |
AI will accept to lend lease this equipment only if our stockpile is less than that. |
MINIMUM_CONVOY_TO_ASK_LEND_LEASE |
30 |
AI will accept to lend lease convoys only if our stockpile is less than that (special case because convoy stockpile can't be negative). |
MINIMUM_FUEL_DAYS_TO_ASK_LEND_LEASE |
2 |
AI will accept to lend lease fuel only if the player have less fuel than this number multiply by his max daily consumption. |
MINIMUM_FUEL_DAYS_TO_ACCEPT_LEND_LEASE |
10 |
AI will accept to lend lease fuel only if they have more fuel than this number multiply by their max daily consumption. Note that for a GiE asking to its host, we divide this number by 2. |
LENDLEASE_CONVOY_OVERCOMMIT_PENALTY_INTERVAL |
3 |
For every N convoys the receiver is over capacity (including this lend-lease), apply -1 to AI acceptance score |
DEFAULT_SUPPLY_TRUCK_BUFFER_RATIO |
1.5 |
ai will set to truck buffer ratio to this. can be modified by wanted_supply_trucks min_wanted_supply_trucks ai strats |
DEFAULT_SUPPLY_TRAIN_NEED_FACTOR |
1.2 |
AI multiplies current train usage by this to determine desired nr of wanted trains. Can be modified by wanted_supply_train min_wanted_supply_trains ai strats. |
POLITICAL_IDEA_MIN_SCORE |
0.1 |
Only replace or add an idea if score is above this score. |
HIGH_COMMAND_ADDED_WEIGHT_FACTOR |
1.1 |
Weight multiplier for high_command advisors over other chosen advisor or idea types |
CHIEF_ADDED_WEIGHT_FACTOR |
2.4 |
Weight multiplier for chief roles over other advisor or idea types |
GARRISON_TEMPLATE_SCORE_IC_FACTOR |
1 |
ai uses these defines while calculating garrison template score of a template. |
GARRISON_TEMPLATE_SCORE_MANPOWER_FACTOR |
0.05 |
formula is (template_ic * ic_factor + template_manpower * manpower_factor ) / template_supression (lower is better) |
ADVISOR_SCORE_TRAIT_MODIFIER_FACTOR |
0.2 |
When scoring advisors, factor the score contribution from the advisor's trait modifiers by this value |
ADVISOR_SCORE_CHEAPER_IS_BETTER_FACTOR |
0.1 |
When scoring advisors, this define scales how much the AI prefers cheaper advisors over more expensive ones. 0.0 means no effect, 0.15 means a cost difference of 100 PP modifies the score by 15 %. |
ADVISOR_SCORE_CHEAPER_IS_BETTER_MIN |
0.5 |
Clamps the above scoring factor to at minimum this value |
EVAL_MODIFIER_NON_PERCENT_FACTORstuff related to how the AI evaluates/scores how useful modifiers are |
0.1 |
Multiply non-percent-based modifiers with this to put the values in the approximately same range so they can be compared. (Why we are using 0.1 and not 0.01? No idea...) |
EVAL_MODIFIER_UNSPECIFIED_CATEGORY_FACTOR |
0.75 |
Arbitrary scoring factor for modifiers the AI doesn't know how to categorize |
EVAL_MODIFIER_MAX_COMMAND_POWER_FACTOR |
0.01 |
Increasing CP cap with x is maybe 100 times less useful than e.g. gaining x more XP per day |
MIN_AI_SCORE_TO_MOBILIZATION_LAW_OVERRIDE_HARD_CODED_SCOREfor positive values of following defines, ai weights will take over of hardcoded ai scoring system |
0 |
|
MIN_AI_SCORE_TO_ECONOMY_LAW_OVERRIDE_HARD_CODED_SCORE |
0 |
|
MIN_AI_SCORE_TO_TRADE_LAW_OVERRIDE_HARD_CODED_SCORE |
1000 |
|
MIN_AI_SCORE_TO_ALL_LAWS_OVERRIDE_HARD_CODED_SCORE |
0 |
|
AT_WAR_THREAT_FACTOR |
2 |
How much increase in threat does AI feel for being in war against someone |
NEIGHBOUR_WAR_THREAT_FACTOR |
1.1 |
How much increase in threat does AI feel against neighbours who are at war |
POTENTIAL_ALLY_JOIN_WAR_FACTOR |
100 |
How much increase in threat does AI feel against neighbours who are allied against one of our enemies |
POTENTIAL_FUTURE_ENEMY_FACTOR |
100 |
How much increase in threat does AI feel against neighbours who at war with our allies |
NEUTRAL_THREAT_PARANOIA |
10 |
How scared neutrals are of everyone |
DIFFERENT_FACTION_THREAT |
30 |
Threat caused by not being in the same faction |
MAX_THREAT_FOR_FIRST_YEAR_CIVILIAN_MODE |
60 |
above this threshold, ai will leave first year civilian factory mode which bumps it civilian factory scores while building |
PLAN_ATTACK_MIN_ORG_FACTOR_LOW |
0.85 |
Minimum org % for a unit to actively attack an enemy unit when executing a plan |
PLAN_ATTACK_MIN_STRENGTH_FACTOR_LOW |
0.6 |
Minimum strength for a unit to actively attack an enemy unit when executing a plan |
PLAN_ATTACK_MIN_ORG_FACTOR_MED |
0.7 |
(LOW,MED,HIGH) corresponds to the plan execution agressiveness level. |
PLAN_ATTACK_MIN_STRENGTH_FACTOR_MED |
0.5 |
|
PLAN_ATTACK_MIN_ORG_FACTOR_HIGH |
0.45 |
|
PLAN_ATTACK_MIN_STRENGTH_FACTOR_HIGH |
0.3 |
|
PLAN_FRONTUNIT_DISTANCE_FACTOR |
10 |
Factor for candidate units distance to front positions. |
PLAN_ATTACK_DEPTH_FACTOR |
0.5 |
Factor applied to size or enemy being attacked. |
PLAN_STEP_COST_LIMIT |
9 |
When stepping to draw a plan this cost makes it break if it hits hard terrain (multiplied by number of desired steps) |
PLAN_STEP_COST_LIMIT_REDUCTION |
3 |
Cost limit is reduced per iteration, making hard terrain less likely to be crossed the further into enemy territory it is |
PLAN_MIN_SIZE_FOR_FALLBACK |
50 |
A country with less provinces than this will not draw fallback plans, but rather station their troops along the front |
SEND_VOLUNTEER_EVAL_BASE_DISTANCE |
175 |
How far away it will evaluate sending volunteers if not a major power |
SEND_VOLUNTEER_EVAL_MAJOER_POWER |
1 |
How willing major powers are to send volunteers. |
SEND_VOLUNTEER_EVAL_CONTAINMENT_FACTOR |
0.1 |
How much AI containment factors into its evaluation of sending volunteers. |
GIVE_STATE_CONTROL_MIN_CONTROLLED |
1 |
AI needs to control more than this number of states before considering giving any away |
GIVE_STATE_CONTROL_MIN_CONTROL_DIFF |
2 |
The difference in number of controlled states compared to war participation needs to be bigger than this for the AI to consider giving a state to a country |
RELATIVE_STRENGTH_TO_INVADE |
0.08 |
Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend. |
RELATIVE_STRENGTH_TO_INVADE_DEFENSIVE |
0.4 |
Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend, but while being a defensive country. |
GIVE_STATE_CONTROL_BASE_SCORE |
50 |
Base diplo score for giving away control of states |
GIVE_STATE_CONTROL_DIFF_FACTOR |
2 |
Diplo score multiplier for state control compared to war participation difference |
GIVE_STATE_CONTROL_NEIGHBOR_SCORE |
20 |
Diplo score for each neighboring state controlled by the target |
GIVE_STATE_CONTROL_NEIGHBOR_ACTOR_SCORE |
-5 |
Diplo score for each neighboring state that is controlled by the sender |
GIVE_STATE_CONTROL_NEIGHBOR_OTHER_SCORE |
5 |
Diplo score for each neighboring state controlled by someone else |
GIVE_STATE_CONTROL_MAX_SCORE_DIST |
600 |
A State that is closer to the recipient capital than this gets a score bonus based on the below value |
GIVE_STATE_CONTROL_DIST_SCORE_MULT |
0.2 |
Multiplier for the score gained from distance ( GIVE_STATE_CONTROL_MAX_SCORE_DIST - distance ) * this |
IRRATIONALITY_LAMBDA |
200 |
Lambda given to Poisson Random function determining if a leader should act a bit irrational |
GENERATE_WARGOAL_THREAT_BASELINEValue of 200 should give 0.3% chance of Stalin going for instance crazy and conquering all of America |
1 |
The baseline for what the AI considers the world is getting dangerous and we want to generate wargoals with no antagonize value |
GENERATE_WARGOAL_ANTAGONIZE_SCALE |
0.35 |
works to scale the AIs antagonize value vs the threat baseline for when it should act on existing claims: threat used for baseline is min_threat - antagonize * scale |
RESERVE_TO_COMMITTED_BALANCE |
0.3 |
How many reserves compared to number of committed divisions in a combat (1.0 = as many as reserves as committed) |
DIPLOMACY_COMMUNIST_NOT_NEIGHBOUR |
-10 |
Communists want to stay consolidated with their influence |
MAIN_ENEMY_FRONT_IMPORTANCE |
4 |
How much extra focus the AI should put on who it considers to be its current main enemy. |
EASY_TARGET_FRONT_IMPORTANCE |
7.5 |
How much extra focus the AI should put on who it considers to be the easiest target. |
AI_FRONT_MOVEMENT_FACTOR_FOR_READY |
0.25 |
If less than this fraction of units on a front is moving, AI sees it as ready for action |
MICRO_POCKET_SIZE |
4 |
Pockets with a size equal to or lower than this will be mocroed by the AI, for efficiency. |
DECLARE_WAR_MIN_FRONT_SIZE_TO_CONSIDER_FOR_NOT_READY |
0.04 |
fronts with less armies than this ratio compared to total number of armies are ignored when ai checks if it is ready for war |
POCKET_DISTANCE_MAX |
40000 |
shortest square distance we bother about chasing pockets |
VP_MAX_PROVINCE_WORTH |
500 |
Max worth a province can have to a defensive order |
VP_LEVEL_IMPORTANCE_MEDIUM |
10 |
Victory points with values higher than or equal to this are considered to be of medium importance. |
AREA_DEFENSE_CAPITAL_PEACE_VP_WEIGHTthese are all 3 numbers for min, desired, max unit need weights for area defense |
{ 1, 1, 1 } |
|
AREA_DEFENSE_CAPITAL_VP_WEIGHT |
{ 0, 1, 2 } |
|
AREA_DEFENSE_HOME_VP_WEIGHT |
{ 0, 0.5, 1 } |
|
AREA_DEFENSE_OTHER_VP_WEIGHT |
{ 0, 0, 1 } |
|
AREA_DEFENSE_CAPITAL_PEACE_COAST_WEIGHT |
{ 0, 0, 0 } |
|
AREA_DEFENSE_CAPITAL_COAST_WEIGHT |
{ 0, 0.2, 0.7 } |
|
AREA_DEFENSE_HOME_COAST_WEIGHT |
{ 0, 0.1, 0.5 } |
|
AREA_DEFENSE_OTHER_COAST_WEIGHT |
{ 0, 0, 0 } |
|
AREA_DEFENSE_CAPITAL_PEACE_BASE_WEIGHT |
{ 0, 0, 0 } |
|
AREA_DEFENSE_CAPITAL_BASE_WEIGHT |
{ 0.5, 1, 1.5 } |
|
AREA_DEFENSE_HOME_BASE_WEIGHT |
{ 0.5, 1, 1 } |
|
AREA_DEFENSE_OTHER_BASE_WEIGHT |
{ 0.5, 0.5, 1 } |
|
ESTIMATED_CONVOYS_PER_DIVISION |
6 |
Not always correct, but mainly used to make sure AI does not go crazy |
ENTRENCHMENT_WEIGHT |
2 |
AI should favour units with less entrenchment when assigning units around. |
FRONT_TERRAIN_DEFENSE_FACTOR |
3.75 |
Multiplier applied to unit defense modifier for terrain on front province multiplied by terrain importance |
FRONT_TERRAIN_ATTACK_FACTOR |
5 |
Multiplier applied to unit attack modifier for terrain on enemy front province multiplied by terrain importance |
BASE_DISTANCE_TO_CARE |
600 |
Countries that are too far away are less interesting in diplomacy |
MIN_FORCE_RATIO_TO_PROTECT |
0.5 |
Tiny countries should not feel protective or really large ones |
ORG_UNIT_STRONG |
0.75 |
Organization % for unit to be considered strong |
STR_UNIT_STRONG |
0.7 |
Strength (equipment) % for unit to be considered strong |
ORG_UNIT_WEAK |
0.25 |
Organization % for unit to be considered weak |
STR_UNIT_WEAK |
0.3 |
Strength (equipment) % for unit to be considered weak |
ORG_UNIT_NORMAL |
0.35 |
Organization % for unit to be considered normal |
STR_UNIT_NORMAL |
0.4 |
Strength (equipment) % for unit to be considered normal |
PLAN_FACTION_STRONG_TO_EXECUTE |
0.5 |
% or more of units in an order to consider executing the plan |
PLAN_FACTION_NORMAL_TO_EXECUTE |
0.65 |
% or more of units in an order to consider executing the plan |
PLAN_FACTION_WEAK_TO_ABORT |
0.65 |
% or more of units in an order to consider executing the plan |
PLAN_AVG_PREPARATION_TO_EXECUTE |
0.5 |
% or more average plan preparation before executing |
REDEPLOY_DISTANCE_VS_ORDER_SIZE |
1 |
Factor applied to the path length of a unit compared to length of an order to determine if it should use strategic redeployment |
FORT_LEVEL_TO_CONSIDER_HIGHLY_FORTIFIED |
1 |
Provinces above this level of fortification will be considered highly fortified by plan evaluation |
PLAN_VALUE_FORTIFICATION_LEVEL_MAX_PENALTY |
-0.5 |
Max plan value penalty from fortification. This is scaled by number of provinces along a frontline, over the number which exceed the fort value value above |
MAX_ALLOWED_NAVAL_DANGER |
80 |
AI will ignore naval paths that has danger value of above this threshold while assigning units |
TRANSFER_DANGER_HOSTILE_SHIPS |
50 |
max danger from complete enemy naval supriority over ai in an area |
EXPORT_RESOURCE_TRADE_NEED_IMPORTANCE |
0.5 |
how important is each lost resource to overexport for trade law selection |
OPERATION_EQUIPMENT_NEED_PRODUCTION_MULT |
1 |
equipment requests for operations will be added the equipment needs that ai considers while assigning factories to production |
MIN_FUEL_RATIO_TO_NOT_IGNORE_STRIKE_FORCE_COST |
0 |
ai will still assign strike forces unless fuel ratio drops below this one |
MIN_FUEL_RATIO_TO_NOT_IGNORE_INVASION_SUPPORT_COST |
0 |
ai will still naval invasion support forces unless fuel ratio drops below this one |
ENEMY_HOME_AREA_RATIO_TO_DISABLE_INVASIONS |
0.3 |
if we are fighting against an enemy home area from our home area and if the enemy area is larger than this ratio, non strategy invasions are disabled |
HOURS_BETWEEN_ENCIRCLEMENT_DISCOVERY |
72 |
Per army, interval in hours between refresh of which provinces it considers make up potential encirclement points |
FASCISTS_BEFRIEND_FASCISTS |
10 |
|
FASCISTS_BEFRIEND_DEMOCRACIES |
-25 |
|
FASCISTS_BEFRIEND_COMMUNISTS |
-25 |
|
FASCISTS_ALLY_FASCISTS |
0 |
|
FASCISTS_ALLY_DEMOCRACIES |
-100 |
|
FASCISTS_ALLY_COMMUNISTS |
-100 |
|
FASCISTS_ANTAGONIZE_FASCISTS |
-10 |
|
FASCISTS_ANTAGONIZE_DEMOCRACIES |
100 |
|
FASCISTS_ANTAGONIZE_COMMUNISTS |
100 |
|
DEMOCRACIES_BEFRIEND_FASCISTS |
-25 |
|
DEMOCRACIES_BEFRIEND_DEMOCRACIES |
0 |
|
DEMOCRACIES_BEFRIEND_COMMUNISTS |
-25 |
|
DEMOCRACIES_ALLY_FASCISTS |
-50 |
|
DEMOCRACIES_ALLY_DEMOCRACIES |
0 |
|
DEMOCRACIES_ALLY_COMMUNISTS |
-50 |
|
DEMOCRACIES_ANTAGONIZE_FASCISTS |
0 |
|
DEMOCRACIES_ANTAGONIZE_DEMOCRACIES |
-25 |
|
DEMOCRACIES_ANTAGONIZE_COMMUNISTS |
0 |
|
COMMUNISTS_BEFRIEND_FASCISTS |
-25 |
|
COMMUNISTS_BEFRIEND_DEMOCRACIES |
-25 |
|
COMMUNISTS_BEFRIEND_COMMUNISTS |
25 |
|
COMMUNISTS_ALLY_FASCISTS |
-100 |
|
COMMUNISTS_ALLY_DEMOCRACIES |
-50 |
|
COMMUNISTS_ALLY_COMMUNISTS |
0 |
|
COMMUNISTS_ANTAGONIZE_FASCISTS |
100 |
|
COMMUNISTS_ANTAGONIZE_DEMOCRACIES |
10 |
|
COMMUNISTS_ANTAGONIZE_COMMUNISTS |
-10 |
|
TENSION_MIN_FOR_GUARANTEE_VS_MINOR |
10 |
for non faction people AI will not consider you worth guaranteeing below this |
NUM_AI_MESSAGES |
10 |
Set to whatever category has the highest number of messages |
DIPLOMACY_FACTION_WAR_WANTS_HELP |
50 |
Desire to send to nations to join a faction if you are at war |
DIPLOMACY_FACTION_CIVILWAR_WANTS_HELP |
-50 |
|
FACTION_UNSTABLE_ACCEPTANCE |
-100 |
|
DIPLOMACY_AT_WAR_WITH_ALLY_RELUCTANCE |
-1000 |
|
DIPLOMACY_FACTION_JOIN_COUP_INITIATOR_BONUS |
70 |
If a country initiated coup on an another country, civil war revolter is more likely to join initiator's faction |
SHIPS_PRODUCTION_BASE_COST |
10000 |
Used by the AI to normalize IC values when picking what ship to build. |
NEEDED_NAVAL_FACTORIES_EXPENSIVE_SHIP_BONUS |
12 |
Amount of naval yards you need to get a bonus to building really expensive ships |
FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED |
0.5 |
ai will consider a front fortified if this ratio of provinces has fort |
HEAVILY_FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED |
0.5 |
ai will consider a front super fortified if this ratio of provinces has lots of forts |
FORTIFIED_MIN_ORG_FACTOR_TO_CONSIDER_A_FRONT_FORTIFIED |
0.2 |
ai will treat fortified provinces as unfortified if no unit in that province has an organization factor at least this high |
DESPERATE_AI_MIN_UNIT_ASSIGN_TO_ESCAPE |
0 |
AI will assign at least this amount of units to break from desperate situations |
DESPERATE_AI_WEAK_UNIT_STR_LIMIT |
0.35 |
ai will increase number of units assigned to break from desperate situations when units are start falling lower than this str limit |
DESPERATE_AI_MIN_ORG_BEFORE_ATTACK |
0.3 |
ai will wait for this much org to attack an enemy prov in desperate situations |
DESPERATE_AI_MIN_ORG_BEFORE_MOVE |
0.06 |
ai will wait for this much org to move in desperate situations |
DESPERATE_ATTACK_WITHOUT_ORG_WHEN_NO_ORG_GAIN |
120 |
if ai can't regain enough org to attack in this many hours, it will go truly desperate and attack anyway (still has to wait for move org) |
MAX_REQUEST_EXPEDITIONARIES_ARMY_RATIO |
0.3 |
AI will not accept expeditionary requests if its expeditions are above this ratio |
CASUALTY_RATIO_TO_PULL_EXPEDITIONARIES_BACK |
0.1 |
AI will pull expeditioniries back if its casualties is aboce this ratio compared to their total deployed manpower |
CASUALTY_RATIO_TO_NOT_SEND_EXPEDITIONARIES |
0.05 |
AI will not send expeditioniries if its casualties is aboce this ratio compared to their total deployed manpower |
SURRENDER_LEVEL_TO_PULL_EXPEDITIONARIES_BACK |
0.3 |
AI will pull expeditioniries back if its surrender level is above this ratio |
SURRENDER_LEVEL_TO_NOT_SEND_EXPEDITIONARIES |
0.15 |
AI will not send expeditioniries if its surrender level is above this ratio |
EXPEDITIONARY_CASUALTY_DECAY_RATIO |
0.3333 |
expeditionary manpower lost will decay by thousands daily by this ratio (compared to deployed manpower) |
NUM_DAYS_TO_PULL_EXPEDITIONARIES_BACK |
14 |
AI will pull units back from non-ai players after waiting this days if things are not going well for its units |
ACCESS_SCORE_FOR_DEMOCRATIC_COUNTRIES |
500 |
democracies gives each other access if they have a common enemy |
AI_AIR_MISSION_COVERAGE_TO_STAY_PUT |
0.5 |
AI will not rebase air wings on missions if their new mission target exceeds this percentage of region coverage |
ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR |
250 |
each access reduces the desire of next access |
ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS |
500 |
each access reduces the desire of next access |
NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR |
150 |
|
NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS |
250 |
|
AIR_BASE_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR |
150 |
|
AIR_BASE_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS |
250 |
|
TOO_INSIGNIFICANT_ARMY_RATIO_BEGIN |
0.75 |
if army ratio is of a country is larger than this threshold, it will be less reluctant to accept certain diplo actions |
TOO_INSIGNIFICANT_MAX_PENALTY |
350 |
max penalty that will be applied for thinking a country is too insignificant |
WANTED_UNITS_INDUSTRY_FACTORCalculating wanted nr of divisions |
1.6 |
How many units a country wants is partially based on how much military industry that is available |
WANTED_UNITS_THREAT_BASE |
0.7 |
If no threat, multiply min wanted units by this |
WANTED_UNITS_THREAT_MAX |
6 |
Normalized threat is clamped to this |
WANTED_UNITS_WAR_THREAT_FACTOR |
1.15 |
Factor threat with this if country is at war. this value is overriden by the value in ideology database if that value exceedes this. |
WANTED_UNITS_DANGEROUS_NEIGHBOR_FACTOR |
1.15 |
Factor if has dangerous neighbor |
WANTED_UNITS_MANPOWER_DIVISOR |
21000 |
Normalizing divisor for AI manpower. (for each x max available manpower, they want one division) |
WANTED_UNITS_WEIGHT_FRONTS_WANT |
0.35 |
Weight of front needs when computing final nr wanted units |
WANTED_UNITS_WEIGHT_FACTORIES |
0.45 |
Weight of military factories when computing final nr wanted units |
WANTED_UNITS_WEIGHT_MANPOWER |
0.3 |
Weight of manpower availability when computing final nr wanted units |
WANTED_UNITS_MIN_DEFENCE_FACTOR |
0.4 |
Factor on units required for min defence |
WANTED_UNITS_MAX_WANTED_CAP |
500 |
Maximum wanted divisions for a country. This can be exceeded by certain hardcoded multipliers, but not by base calculation logic. |
WANTED_LAND_PLANES_PER_BASE_CAPACITY_FACTOR |
1 |
Scales how many land-based planes the AI want per air base space (excluding carriers). |
WANTED_LAND_PLANES_PER_DIVISION |
20 |
How many land-based planes the AI want for each division it wants. |
WANTED_LAND_PLANES_TOTAL_MAX_PER_DIVISION |
100 |
The max total number of land-based planes the AI want. |
WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR |
1.5 |
Scales how many carrier planes the AI want per carrier deck space. |
WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR |
1 |
Scales how many carrier planes the AI want per deck space of carriers in production. |
CARRIER_CAPACITY_IN_PRODUCTION_MAX_DAYS_LEFT_TO_INCLUDE_FACTOR |
365 |
Carriers in production that will take more days to complete than this value will be ignored when calculating the above. |
START_TRAINING_EQUIPMENT_LEVEL |
0.4 |
ai will not start to train if equipment drops below this level |
STOP_TRAINING_EQUIPMENT_LEVEL |
0.25 |
ai will not train if equipment drops below this level |
START_TRAINING_SUPPLY_LEVEL |
0.4 |
ai will not start to train if supply ratio drops below this level |
STOP_TRAINING_SUPPLY_LEVEL |
0.3 |
ai will not train if supply ratio drops below this level |
STOP_TRAINING_FULLY_TRAINED_FACTOR |
0.95 |
ai will not train if at least this ratio of divisions in the army are fully trained |
STOP_TRAINING_ACTIVE_COMBAT_RATIO |
0.1 |
ai halts all training when more than this share of its divisions are in active combat (reinforce instead) |
BUILD_REFINERY_LACK_OF_RESOURCE_MODIFIER |
0.003 |
How much lack of resources are worth when evaluating what to build. |
DIVISION_DESIGN_MAX_FAILED_DAYS |
60 |
max days we keep track of since failure of a template design update |
DIVISION_MATCH_ROLE_BOOST_FACTOR |
1.2 |
When finding closest matching existing template to a target template, boost the score by this much if the template also has the correct role |
EQUIPMENT_DESIGN_MAX_FAILED_DAYS |
60 |
max days we keep track of since failure of an equipment design update |
UPGRADE_DIVISION_RELUCTANCE |
7 |
How often to consider upgrading to new templates for units in the field |
UPGRADE_PERCENTAGE_OF_FORCES |
0.2 |
How big part of the army that should be considered for upgrading |
REMOVE_OBSOLETE_TEMPLATE_DAYS |
180 |
Remove obsolete and unused templates if they have been marked as obsolete for x days. Non-positive value means "never remove". |
REFIT_SHIP_RELUCTANCE |
28 |
How often to consider refitting to new equipment variants for ships in the field |
REFIT_SHIP_PERCENTAGE_OF_FORCES |
0.1 |
How big part of the navy that should be considered for refitting |
NAVY_PREFERED_MAX_SIZE |
25 |
AI will generally attempt to merge fleets into this size, but as a soft limit. |
INVASION_COASTAL_PROVS_PER_ORDER |
24 |
AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this) |
MIN_INVASION_AREA_SIZE_FOR_FLOATING_HARBORS |
15 |
AI will consider using floating harbors for naval invasion if invasion area is larger than this many provinces |
CONVOY_NEED_SAFETY_BUFFER |
1.3 |
AI will try and keep 15% more convoys than what it needs. |
CONVOY_DEFICIT_BUILD_BOOST_MAX |
150 |
Cap on the convoy-deficit-driven boost added to the convoy build target. Prevents convoy panic from starving warship production when many convoys are lost at once. |
REGION_THREAT_PER_SUNK_CONVOY |
25 |
Threat value per convoy sunk in a region. Decays over time. |
REGION_THREAT_LEVEL_TO_AVOID_REGION |
250 |
How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid |
REGION_THREAT_LEVEL_TO_BLOCK_REGION |
2500 |
How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid |
REGION_CONVOY_DANGER_DAILY_DECAY |
2 |
When convoys are sunk it generates threat in the region which the AI uses to prio nalval missions |
PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER |
0.2 |
Is modified by efficency modifiers. |
PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR |
1.5 |
AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this) |
PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR |
50 |
AI countries will hold on activating plans if player controlled countries have plans in the same location. |
AREA_DEFENSE_BASE_IMPORTANCE |
30 |
Area defense order base importance value (used for determining order of troop selections) |
AREA_DEFENSE_CIVIL_WAR_IMPORTANCE |
30 |
Area defense order importance value when a country is in a civil war as target or revolter. |
AREA_DEFENSE_IMPORTANCE_FACTOR |
1 |
used to balance defensive area importance vs other fronts |
MAX_DISTANCE_NAVAL_INVASION |
200 |
AI is extremely unwilling to plan naval invasions above this naval distance limit. |
ENEMY_NAVY_STRENGTH_DONT_BOTHER |
2.5 |
If the enemy has a navy at least these many times stronger that the own, don't bother invading |
MIN_SUPPLY_USE_SANITY_CAP |
100 |
Ignore supply cap if below this value when deciding on how many divisions to produce. |
MAX_SUPPLY_DIVISOR |
1.75 |
To make sure the AI does not overdeploy divisions. Higher number means more supply per unit. |
MISSING_CONVOYS_BOOST_FACTOR |
50 |
The more convoys a country is missing, the more resources it diverts to cover this. |
TRANSPORTS_PER_PARATROOPER |
20 |
Currently unused. |
MAX_MICRO_ATTACKS_PER_ORDER |
3 |
AI goes through its orders and checks if there are situations to take advantage of |
FALLBACK_LOSING_FACTOR |
1 |
The lower this number, the longer the AI will hold the line before sending them to the fallback line |
PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL |
0.1 |
AI will not replace ships being built by newer types if progress is above this |
PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE |
0.1 |
If produced item is expensive (producing less than one/week), wait to finish item if progress is above this |
PRODUCTION_WAIT_TO_FINISH_IF_CHEAP |
0.75 |
If produced item is cheap (producing more than one/week), wait to finish item if progress is above this |
STATE_CONTROL_FOR_AREA_DEFENSE |
0.4 |
To avoid AI sending area defense to area with very little foothold |
FORCE_FACTOR_AGAINST_EXTRA_MINOR |
0.15 |
AI considers generating wargoals against minors below this % of force compared to themselves to get at a bigger enemy. |
MAX_EXTRA_WARGOAL_GENERATION |
2 |
AI may want to generate wargoals against weak minors to get at larger enemy, but never more that this at any given time. |
NAVAL_MISSION_DISTANCE_BASE |
3500 |
Base value when AI is evaluating distance score to places |
NAVAL_MISSION_INVASION_BASE |
1000 |
Base score for region with naval invasion (modified dynamically by prioritizing orders) |
NAVAL_MISSION_AGGRESSIVE_PATROL_DIVISOR |
1 |
Divides patrol score when not defending |
NAVAL_MISSION_AGGRESSIVE_ESCORT_DIVISOR |
2 |
Divides escort score when not defending |
NAVAL_MISSION_PATROL_NEAR_OWNED |
500 |
Extra patrol mission score near owned provinces |
NAVAL_MISSION_ESCORT_NEAR_OWNED |
300 |
Extra escort mission score near owned provinces |
NAVAL_MISSION_PATROL_NEAR_CONTROLLED |
140 |
Extra patrol mission score near controlled provinces |
NAVAL_MISSION_ESCORT_NEAR_CONTROLLED |
200 |
Extra escort mission score near controlled provinces |
NAVAL_MISSION_MINES_PLANTING_NEAR_OWNED |
40000 |
|
NAVAL_MISSION_MINES_PLANTING_NEAR_CONTROLLED |
30000 |
|
NAVAL_MISSION_MINES_SWEEPING_NEAR_OWNED |
60000 |
How likely the AI will do the sweeping missions. The value is scaled by the amount of mines to sweep. |
NAVAL_MISSION_MINES_SWEEPING_NEAR_CONTROLLED |
50000 |
Same as above, but nearby the controlled territory. |
NEW_LEADER_EXTRA_CP_FACTOR |
2 |
Country must have at least this many times extra command power to get new admirals or army leaders |
SCARY_LEVEL_AVERAGE_DEFENSE |
-0.7 |
average front defense modifier to make it consider it as a PITA to go for |
ATTACK_HEAVILY_DEFENDED_LIMIT |
0.5 |
AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%) |
CANCEL_COMBAT_DISADVANTAGE_RATIO |
1.5 |
If the enemy's advantage ratio over us during (normal) combat is more than <value>, allow canceling the attack |
CANCEL_COMBAT_MIN_DURATION_HOURS |
48 |
Only allow cancelling (normal) combat if at least <value> hours have passed |
CANCEL_INVASION_COMBAT_DISADVANTAGE_RATIO |
3.5 |
If the enemy's advantage ratio over us during invasion combat is more than <value>, allow canceling the attack |
CANCEL_INVASION_COMBAT_MIN_DURATION_HOURS |
720 |
Only allow cancelling invasion combat if at least <value> hours have passed |
MIN_PLAN_VALUE_TO_MICRO_INACTIVE |
0.25 |
The AI will not consider members of groups which plan is not activated AND evaluates lower than this. |
MAX_UNITS_FACTOR_AREA_ORDER |
0.75 |
Factor for max number of units to assign to area defense orders |
DESIRED_UNITS_FACTOR_AREA_ORDER |
0.7 |
Factor for desired number of units to assign to area defense orders |
MIN_UNITS_FACTOR_AREA_ORDER |
1 |
Factor for min number of units to assign to area defense orders |
MAX_UNITS_FACTOR_FRONT_ORDER |
1 |
Factor for max number of units to assign to area front orders |
DESIRED_UNITS_FACTOR_FRONT_ORDER |
1.1 |
Factor for desired number of units to assign to area front orders |
MIN_UNITS_FACTOR_FRONT_ORDER |
1 |
Factor for min number of units to assign to area front orders |
MAX_UNITS_FACTOR_INVASION_ORDER |
1 |
Factor for max number of units to assign to naval invasion orders |
DESIRED_UNITS_FACTOR_INVASION_ORDER |
1 |
Factor for desired number of units to assign to naval invasion orders |
MIN_UNITS_FACTOR_INVASION_ORDER |
1 |
Factor for min number of units to assign to naval invasion orders |
FRONT_UNITS_CAP_FACTOR |
15 |
A factor applied to total front size and supply use. Primarily effects small fronts |
MAX_DIST_PORT_RUSH |
20 |
If a unit is in enemy territory with no supply it will consider nearby ports within this distance. |
MIN_FIELD_STRENGTH_TO_BUILD_UNITS |
0.7 |
Cancel unit production if below this to get resources out to units in the field |
MIN_MANPOWER_TO_BUILD_UNITS |
0.7 |
Cancel unit production if below this to get resources out to units in the field |
AVERAGE_SUPPLY_USE_PESSIMISM |
1.5 |
Multiplier for when AI calculates average supply use of entire army. |
PROPOSE_LEND_LEASE_AIDESIRE_SAME_IDEOLOGY |
40 |
Added to AI desire to propose lend lease if recipent is same ideology (and AI can't declare war on recipient) |
PROPOSE_LEND_LEASE_AIDESIRE_SAME_IDEOLOGY_CIVIL_WAR |
25 |
Added to AI desire to propose lend lease if recipent is same ideology and they are currently in civil war |
SEND_VOLUNTEER_AIDESIRE_SAME_IDEOLOGY |
40 |
Added to AI desire to send volunteers if recipent is same ideology (and AI can't declare war on recipient) |
SEND_VOLUNTEER_AIDESIRE_SAME_IDEOLOGY_CIVIL_WAR |
25 |
Added to AI desire to send volunteers if recipent is same ideology and they are currently in civil war |
REQUEST_LEND_LEASE_PROTECT_VALUE |
75 |
Limit for protect enemy desire for reducing lend lease desire |
REQUEST_LEND_LEASE_CONTAINS_VALUE |
100 |
Limit of contain enemy desire for boosting friendly help |
FRONT_BULGE_RATIO_UPPER_CUTOFF |
1.5 |
If total bulginess is lower than this, the front is ignored. |
FRONT_BULGE_RATIO_LOWER_CUTOFF |
0.95 |
If local bulginess drops below this, a point of interest is found |
FRONT_CUTOFF_MIN_EDGE_PROXIMITY |
2 |
Minimum number of provinces to the front edge to determine for cutoff oportunity. |
AIR_SCORE_DISTANCE_IMPACT |
0.3 |
Effect of distance applied to the score calculations |
DAYS_BETWEEN_AIR_PRIORITIES_UPDATE |
4 |
Amount of days between air ai updates priorities for air wings ( from 1 to N ) |
NAVAL_AIR_SUPERIORITY_IMPORTANCE |
4 |
Strategic importance of air superiority ( amount of enemy planes in area ) |
NAVAL_SHIP_AIR_IMPORTANCE |
2 |
Naval ship air importance |
NAVAL_SHIP_IN_PORT_AIR_IMPORTANCE |
6 |
Naval ship in the port air importance |
NAVAL_COMBAT_AIR_IMPORTANCE |
8 |
Naval combat air importance |
NAVAL_TRANSFER_AIR_IMPORTANCE |
0 |
Naval transfer air importance |
NAVAL_COMBAT_TRANSFER_AIR_IMPORTANCE |
50 |
Naval combat involving enemy land units |
NAVAL_IMPORTANCE_SCALE |
0.65 |
Naval total importance scale (every naval score get's multiplied by it) |
NAVAL_COMBAT_OUR_NAVY_MULT_ON_IMPORTANCE |
0.35 |
Naval region importance are scaled by our ships as well |
NAVAL_COMBAT_ALLY_NAVY_MULT_ON_IMPORTANCE |
0.15 |
Naval region importance are scaled by our ships as well |
NAVAL_COMBAT_MIN_OUR_NAVY_MULT_ON_IMPORTANCE |
0.5 |
Min scale factor for naval region importance from our ships |
NAVAL_COMBAT_MAX_OUR_NAVY_MULT_ON_IMPORTANCE |
1 |
Max scale factor for naval region importance from our ships |
NAVAL_RANGE_FOR_DOCKING_RIGHTS_CHECK |
240 |
Naval range used to check if docking rights would allow us to reach a specific province |
NAVAL_PATROL_PLANES_PER_SHIP_PATROLLING |
10 |
Amount of naval patrol planes per ship on a patrol mission |
NAVAL_PATROL_PLANES_PER_SHIP_RAIDING |
10 |
Amount of naval patrol planes per ship on a convoy raid mission |
NAVAL_PATROL_PLANES_PER_SHIP_ESCORTING |
10 |
Amount of naval patrol planes per ship on a convoy escort mission |
NAVAL_COAST_DEFENSE_TENSION_THRESHOLD |
0.35 |
The world tension threshold where countries start pre-emptively protecting their home coast |
NAVAL_FIGHTERS_PER_PLANE |
1.1 |
Amounts of air superiority planes requested per enemy plane |
NAVAL_STRIKE_PLANES_PER_ARMY |
0 |
Amount of planes requested per enemy army |
NAVAL_STRIKE_PLANES_PER_SHIP |
20 |
Amount of bombers requested per enemy ship |
PORT_STRIKE_PLANES_PER_SHIP |
10 |
Amount of bombers request per enemy ship in the port |
MINES_SWEEPING_PLANES_PER_MAX_MINES |
150 |
Amount of air planes request for mines sweeping when there is max amount of mines planted by enemy in certain region |
MINES_PLANTING_PLANES_PER_MAX_DESIRE |
100 |
Amount of air planes request for mines planting when there is max desire for it. |
MINES_PLANTING_DESIRE_PER_HOME_STATE |
0.4 |
Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to a home state. Multiple adjacent states increases the score. Max sum of score is 1.0. |
MINES_PLANTING_DESIRE_PER_ENEMY_STATE |
0.1 |
Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to the enemy state. Multiple adjacent states increases the score. Max sum of score is 1.0. |
MINES_PLANTING_DESIRE_PER_NAVAL_THREAT |
250 |
How much threat must be generated in the naval region, in order to get the maximum desire to plant naval mines in there. |
NAVAL_MIN_EXCORT_PLANES |
0 |
Min amount of planes requested to excort operations |
DEMOCRATIC_AI_FACTION_KICKING_PLAYER_THREAT_DIFFERENCE |
6 |
World threat generation difference needed to kick a player from a democratic faction |
BEFRIEND_FACTOR_FOR_KICKING_COUNTRIES |
7.5 |
World threat difference addition per 100 befriend against a country, democratic leaders will forgive allies if they are befriending them |
LAND_DEFENSE_AIR_SUPERIORITY_IMPORTANCE |
1.5 |
Strategic importance of air superiority ( amount of enemy planes in area ) |
LAND_DEFENSE_CIVIL_FACTORY_IMPORTANCE |
50 |
Strategic importance of civil factories |
LAND_DEFENSE_MILITARY_FACTORY_IMPORTANCE |
70 |
Strategic importance of military factories |
LAND_DEFENSE_NAVAL_FACTORY_IMPORTANCE |
30 |
Strategic importance of naval factories |
LAND_DEFENSE_SUPPLY_HUB_IMPORTANCE |
4 |
Strategic importance of supply hubs |
LAND_DEFENSE_AA_IMPORTANCE_FACTOR |
1 |
Factor of AA influence on strategic importance ( 0.0 - 1.0 ) |
LAND_DEFENSE_INFRA_IMPORTANCE_FACTOR |
0.5 |
Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 ) |
LAND_DEFENSE_IMPORTANCE_SCALE |
3 |
Lend defence total importance scale (every land defence score get's multiplied by it) |
NUM_HOURS_SINCE_LAST_COMBAT_TO_SUPPORT_UNITS_VIA_AIR |
72 |
units will be considered in combat if they are just out of their last combat for air supporting |
LAND_DEFENSE_MIN_FACTORIES_FOR_AIR_IMPORTANCE |
5 |
If amount of factories is less importance of factories won't apply |
LAND_DEFENSE_RAID_IMPORTANCE |
500 |
Strategic importance of detected raids targetting us |
LAND_DEFENSE_FIGHERS_PER_RAID |
100 |
Amount of air superiority planes requested per detected raid targetting us |
LAND_DEFENSE_INTERCEPTORS_PER_RAID |
100 |
Amount of interceptor planes requested per detected raid targetting us |
LAND_DEFENSE_FIGHERS_PER_PLANE |
1.8 |
Amount of air superiority planes requested per enemy plane |
LAND_DEFENSE_INTERCEPTORS_PER_BOMBERS |
0.8 |
Amount of interceptor planes requested per enemy bomber |
LAND_DEFENSE_INTERCEPTORS_PER_PLANE |
0.1 |
Amount of interceptor planes requested per enemy plane (non bomber) |
LAND_DEFENSE_SAM_MISSILE_IMPORTANCE_FACTOR |
0.2 |
Importance factor of using sam missiles for regions strategic importance. Higher value will increase the usage |
LAND_COMBAT_MISSILE_IMPORTANCE_FACTOR |
1.5 |
Importance factor of using missiles for regions strategic importance. Higher value will increase the usage |
LAND_COMBAT_AIR_SUPERIORITY_IMPORTANCE |
0.4 |
Strategic importance of air superiority ( amount of enemy planes in area ) |
LAND_COMBAT_OUR_ARMIES_AIR_IMPORTANCE |
20 |
Strategic importance of our armies |
LAND_COMBAT_OUR_COMBATS_AIR_IMPORTANCE |
155 |
Strategic importance of our armies in the combats |
LAND_COMBAT_FRIEND_ARMIES_AIR_IMPORTANCE |
10 |
Strategic importance of friendly armies |
LAND_COMBAT_FRIEND_COMBATS_AIR_IMPORTANCE |
8 |
Strategic importance of friendly armies in the combat |
LAND_COMBAT_ENEMY_ARMIES_AIR_IMPORTANCE |
12 |
Strategic importance of our armies |
LAND_COMBAT_ENEMY_LAND_FORTS_AIR_IMPORTANCE |
5 |
Strategic importance of enemy land forts in the region |
LAND_COMBAT_ENEMY_COASTAL_FORTS_AIR_IMPORTANCE |
3 |
Strategic importance of enemy coastal fronts in the region |
LAND_COMBAT_IMPORTANCE_SCALE |
5 |
Lend combat total importance scale (every land combat score get's multiplied by it) |
LAND_COMBAT_FIGHTERS_PER_PLANE |
1 |
Amount of air superiority planes requested per enemy plane |
LAND_COMBAT_CAS_PLANES_PER_ENEMY_ARMY_LIMIT |
200 |
Limit of CAS planes requested by enemy armies |
LAND_COMBAT_CAS_PER_ENEMY_ARMY |
30 |
Amount of CAS planes requested per enemy division |
LAND_COMBAT_ANTI_LOGISTICS_PER_ENEMY_ARMY |
0.1 |
Amount of CAS planes requested per enemy army for anti-logistics |
LAND_COMBAT_CAS_PER_COMBAT |
60 |
Amount of CAS requested per combat |
LAND_COMBAT_BOMBERS_PER_LAND_FORT_LEVEL |
6 |
Amount of bomber planes requested per enemy land fort level |
LAND_COMBAT_BOMBERS_PER_COASTAL_FORT_LEVEL |
6 |
Amount of bomber planes requested per enemy coastal fort level |
LAND_COMBAT_MIN_EXCORT_PLANES |
80 |
Min amount of planes requested to excort operations |
LAND_COMBAT_INTERCEPT_PER_PLANE |
0.25 |
Amount of interception planes requested per enemy plane |
MIN_ALLIED_DEFENSE_FACTOR_AIRWING_REQUESTS |
0.07 |
Airwing requests will be factored by a minimum of this when comparing own vs friendly troops in area |
AIR_SUPERIORITY_FOR_FRIENDLY_CAS_RATIO |
0.75 |
Demand at least this proportion of our cas planes as air superiority regardless of other needs |
LAND_COMBAT_GUIDE_DISTANCE |
290 |
Distance within whch we'll care a bit more about sending planes regardless of whether our boiz are dying |
ENEMY_PASSING_THROUGH_PLANES_PER_BOMBER |
0.1 |
Amount of planes we assign to intercept enemies en-route to a location |
ENEMY_PASSING_THROUGH_PLANES_PER_FIGHTER |
0.1 |
Amount of planes we assign to intercept enemies en-route to a location |
ENEMY_PASSING_THROUGH_PLANES_PER_SUPPORT |
0.1 |
Amount of planes we assign to intercept enemies en-route to a location |
AI_FRACTION_OF_FIGHTERS_RESERVED_FOR_INTERCEPTION |
0.25 |
Percentage of fighters we reserve for interception vs AS |
MAX_AIR_REGIONS_TO_CARE_ABOUT |
6 |
Number of regions we'll consider when trying to split planes a bit. Split is NOT equal, just a guide, leftovers still applied elsewhere if needed |
ENEMY_PASSING_THROUGH_PLANES_PER_BOMBER_NAVAL_REGION |
0.15 |
Amount of planes we assign to intercept enemies en-route to a location over a sea region |
ENEMY_PASSING_THROUGH_PLANES_PER_FIGHTER_NAVAL_REGION |
0.15 |
Amount of planes we assign to intercept enemies en-route to a location over a sea region |
ENEMY_PASSING_THROUGH_PLANES_PER_SUPPORT_NAVAL_REGION |
0.15 |
Amount of planes we assign to intercept enemies en-route to a location over a sea region |
NAVAL_DEFENSE_INTERCEPTION_IMPORTANCE_FACTOR |
30 |
Factor on added planes passing through region to strategic importance |
XP_RATIO_REQUIRED_TO_RESEARCH_WITH_XP |
2 |
AI will at least need this amount of xp compared to cost of a tech to reserch it with XP |
RESEARCH_WITH_XP_AI_WEIGHT_MULT |
1.2 |
AI will bump score of a research with this mult if it can use XP |
STR_BOMB_AIR_SUPERIORITY_IMPORTANCE |
0.1 |
Strategic importance of air superiority ( amount of enemy planes in area ) |
STR_BOMB_CIVIL_FACTORY_IMPORTANCE |
50 |
Strategic importance of enemy civil factories |
STR_BOMB_MILITARY_FACTORY_IMPORTANCE |
70 |
Strategic importance of enemy military factories |
STR_BOMB_NAVAL_FACTORY_IMPORTANCE |
30 |
Strategic importance of enemy naval factories |
STR_BOMB_SUPPLY_HUB_IMPORTANCE |
1 |
Strategic importance of enemy supply hubs |
STR_BOMB_AA_IMPORTANCE_FACTOR |
0.5 |
Factor of AA influence on strategic importance ( 0.0 - 1.0 ) |
STR_BOMB_INFRA_IMPORTANCE_FACTOR |
0.25 |
Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 ) |
STR_BOMB_IMPORTANCE_SCALE |
1 |
str bombing total importance scale (every str bombing score get's multiplied by it) |
STR_BOMB_MIN_ENEMY_FIGHTERS_IN_AREA |
2000 |
If amount of enemy fighters is higher than this mission won't perform |
STR_BOMB_FIGHTERS_PER_PLANE |
1.1 |
Amount of air superiority planes requested per enemy plane |
STR_BOMB_PLANES_PER_CIV_FACTORY |
20 |
Amount of planes requested per enemy civ factory |
STR_BOMB_PLANES_PER_MIL_FACTORY |
25 |
Amount of planes requested per enemy military factory |
STR_BOMB_PLANES_PER_NAV_FACTORY |
15 |
Amount of planes requested per enemy naval factory |
STR_BOMB_PLANES_PER_SUPPLY_HUB |
3 |
Amount of planes requested per enemy supply node |
STR_BOMB_MIN_EXCORT_PLANES |
200 |
Min amount of planes requested to excort operations |
RECON_PLANES_NAVAL |
50 |
scale on recon for naval areas |
RECON_PLANES_LAND_COMBAT |
25 |
scale on recon for land combat areas |
RECON_PLANES_STRATEGIC |
50 |
scale on recon for strategic areas |
ASSIGN_FRONT_ARMY_SOFT_ATTACK_FACTOR |
0.1 |
Importance of unit's ARMY_SOFT_ATTACK stat when assigning to a front |
ASSIGN_FRONT_ARMY_HARD_ATTACK_FACTOR |
0.1 |
Importance of unit's ARMY_HARD_ATTACK stat when assigning to a front |
ASSIGN_FRONT_ARMY_BREAKTHROUGH_FACTOR |
0.2 |
Importance of unit's ARMY_BREAKTHROUGH stat when assigning to a front |
ASSIGN_DEFENSE_ARMY_DEFENSE_FACTOR |
3 |
Importance of unit's ARMY_DEFENSE stat when assigning to an area defense order |
ASSIGN_DEFENSE_ARMY_ENTRENCHMENT_FACTOR |
2 |
Importance of unit's ARMY_ENTRENCHMENT stat when assigning to an area defense order |
ASSIGN_DEFENSE_TEMPLATE_CLASS_SCORE |
3 |
Importance of unit's AI template class (AREA_DEFENSE, CAVALRY) when assigning to an area defense order |
ASSIGN_INVASION_AMPHIBIOUS_ATTACK_FACTOR |
50 |
Importance of unit's amphibious attack adjuster when assigning to an invasion order |
ORDER_ASSIGNMENT_DISTANCE_FACTOR |
100 |
When the AI assigns units to orders, how much should distance be taken into account? |
REVISITED_PROV_BOOST_FACTOR |
4 |
When the AI picks units for a front, it prioritises units already nearby. |
UNIT_ASSIGNMENT_STATS_IMPORTANCE |
3 |
Stats score for units are multiplied by this when the AI is deciding which front they should be assigned to |
ASSIGN_FRONT_TERRAIN_ATTACK_FACTOR |
3 |
Importance of unit's terrain adjusted attack stat when assigning to a front |
ASSIGN_FRONT_TERRAIN_DEFENSE_FACTOR |
1 |
Importance of unit's terrain adjusted defense stat when assigning to a front |
ASSIGN_FRONT_TERRAIN_MOVEMENT_FACTOR |
2 |
Importance of unit's terrain adjusted movement stat when assigning to a front |
ASSIGN_DEFENSE_TERRAIN_ATTACK_FACTOR |
0.5 |
Importance of unit's terrain adjusted attack stat when assigning to an area defense order |
ASSIGN_DEFENSE_TERRAIN_DEFENSE_FACTOR |
4 |
Importance of unit's terrain adjusted defense stat when assigning to an area defense order |
ASSIGN_DEFENSE_TERRAIN_MOVEMENT_FACTOR |
0.5 |
Importance of unit's terrain adjusted movement stat when assigning to an area defense order |
ASSIGN_MOUNTAINEERS_TO_MOUNTAINS |
10 |
factor for assigning mountaineer divisions to fronts with mountains (proportional to how much of that terrain type) |
ASSIGN_TANKS_TO_MOUNTAINS |
-6 |
factor for assigning tank divisions to fronts with mountains (proportional to how much of that terrain type) |
ASSIGN_TANKS_TO_JUNGLE |
-6 |
factor for assigning tank divisions to fronts with jungle (proportional to how much of that terrain type) |
UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE |
10 |
Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to |
ASSIGN_TANKS_TO_WAR_FRONT |
6 |
Scoring factor for assigning divisions with 'role = armor' or 'front_role_override = offence' to active war fronts |
ASSIGN_TANKS_TO_NON_WAR_FRONT |
0.4 |
Scoring factor for assigning divisions with 'role = armor' or 'front_role_override = offence' to non-war fronts |
REASSIGN_TO_ANOTHER_FRONT_FACTOR |
0.5 |
Factor for reassigning to another front. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to. |
REASSIGN_TO_ANOTHER_FRONT_IF_IN_COMBAT_FACTOR |
0.2 |
Factor for reassigning to another front if in combat. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to. |
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS |
2 |
front unit request factor at max enemy fortification |
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS_MAX |
0.7 |
max factor that can be added by enemy fortification |
MANPOWER_RATIO_CAREFULNESS_THRESHOLD |
0.05 |
if manpower ratio (available/used-by-army) is less than this, start being more careful with plan execution (i.e. don't throw your men into the meat grinder if you're running out of manpower) |
PLAN_ACTIVATION_SUPERIORITY_AGGRO |
1 |
How aggressive a country is in activating a plan based on how superiour their force is. |
WAIT_YEARS_BEFORE_FREER_BUILDING |
3 |
The AI will skip considering certain buildings during the buildup phase, after htese many years it starts building them regardless of threat. |
MAX_CARRIER_OVERFILL |
1.85 |
Carriers will be overfilled to this amount if there are doctrines to justify it |
FIELDED_EQUIPMENT_BUFFER_RATIO_FOR_OCCUPATION_AI |
0.5 |
garrison ai will try to leave this ratio of buffers while assigning laws |
FIELDED_MANPOWER_BUFFER_RATIO_FOR_OCCUPATION_AI |
0.3 |
garrison ai will try to leave this ratio of buffers while assigning laws |
IMPORTANT_VICTORY_POINT |
15 |
during occupation ai will only care so much to ask for extra garrisons if VP amount is at least this |
DOCKYARDS_PER_NAVAL_DESIRE_EFFECT |
-20 |
Effects how much AI wants to build dockyards based on how navally focused they are in general. Recommended range -100.0 to 100.0. |
DECISION_PRIORITY_RANDOMIZER |
0.1 |
random factor that is used while picking decisions. ai is able to pick a lower priority decision earler than a higher one if it is within this threshold |
DESIGN_COMPANY_SCORE_MULTIPLIER |
1.25 |
score multiplier for hiring a design company |
ARMY_CHIEF_SCORE_MULTIPLIER |
1 |
score multiplier for hiring an army chief |
AIR_CHIEF_SCORE_MULTIPLIER |
1 |
score multiplier for hiring an air chief |
NAVY_CHIEF_SCORE_MULTIPLIER |
1 |
score multiplier for hiring an navy chief |
POLITICAL_ADVISOR_SCORE_MULTIPLIER |
1.25 |
score multiplier for hiring political advisors |
THEORIST_ACCEPTANCE_MULTIPLIER |
0.7 |
scale the acceptance of hiring a theorist by this number times the amount of non-theorists we have, capped at one. |
MIN_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS |
100 |
idea scores are scaled between these two values while comparing them to decisions |
MAX_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS |
200 |
idea scores are scaled between these two values while comparing them to decisions |
CRITICAL_DECISION_PRIORITY |
200 |
critical ai score for decisions, ai will be able to pick decisions if it has higher prio even if it is not time to pick them (0 to disable) |
CRITICAL_IDEA_PRIORITY |
400 |
critical ai score for ideas, ai will be able to pick ideas if it has higher prio even if it is not time to pick them (0 to disable) |
MAX_PP_TO_SPEND_ON_LOWER_PRIO_TASKS |
25 |
max pp cost for ai to allow spend pp on lower prio things while a higher prio things are available |
MIN_SCORE_FOR_LOWER_PRIO_TASKS |
100 |
this is a threshold for low prio tasks that will be considered critical |
LOW_PRIO_TEMPLATE_BONUS_FOR_GARRISONS |
1000 |
bonus to make ai more likely to assign low prio units to garrisons |
LOW_PRIO_TEMPLATE_PENALTY_FOR_FRONTS |
500 |
penalty to make ai less likely to assign low prio units to fronts |
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_WARTIME |
0.2 |
deployment will try to buffer a ratio of deployed manpower (for reinforcements) during war time |
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_PEACETIME |
0.1 |
deployment will try to buffer a ratio of deployed manpower (for reinforcements) during peace time |
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_WARTIME |
0.4 |
deployment will try to buffer a ratio of manpower (for reinforcements) during war time |
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_PEACETIME |
0.2 |
deployment will try to buffer a ratio of manpower (for reinforcements) during peace time |
MANPOWER_RATIO_REQUIRED_TO_PRIO_MOBILIZATION_LAW |
0.55 |
percentage of manpower in field is desired to be buffered for AI when it has upcoming wars or already at war. if it has less manpower, it will prio manpower laws |
UPGRADES_DEFICIT_LIMIT_DAYS |
60 |
Ai will avoid upgrading units in the field to new templates if it takes longer than this to fullfill their equipment need |
GIE_EXILE_AIR_MANPOWER_USAGE_RATIO |
0.2 |
AI will not deploy new exile wings when this percentage of available exile manpower is already used for wing recruitment. |
CARRIER_TASKFORCE_MAX_CARRIER_COUNT |
4 |
optimum carrier count for carrier taskforces |
CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT |
12 |
optimum capital count for capital taskforces |
SCREEN_TASKFORCE_MAX_SHIP_COUNT |
12 |
optimum screen count for screen taskforces |
SUB_TASKFORCE_MAX_SHIP_COUNT |
16 |
optimum sub count for sub taskforces |
MIN_CAPITALS_FOR_CARRIER_TASKFORCE |
6 |
carrier fleets will at least have this amount of capitals |
CAPITALS_TO_CARRIER_RATIO |
1.5 |
capital to carrier count in carrier taskfoces |
SCREENS_TO_CAPITAL_RATIO |
4 |
screens to capital/carrier count in carrier & capital taskforces |
MIN_MAIN_SHIP_RATIO |
0.3 |
if main ship ratio is below this, steal other ships. |
MIN_SUPPORT_SHIP_RATIO |
0.7 |
if support ship ratio is below this, steal other ships. |
MIN_MAIN_SHIP_RATIO_TO_REINFORCE |
0.5 |
the main ships will be tried to reinforce this level. |
MIN_SUPPORT_SHIP_RATIO_TO_REINFORCE |
0.9 |
the support ships will be tried to reinforce this level. |
MIN_MAIN_SHIP_TO_SPARE |
0.7 |
can only steal ships from a task force if their main ship ratio is above this. |
MIN_SUPPORT_SHIP_TO_SPARE |
1 |
can only steal ships from a task force if their support ship ratio is above this. |
MIN_MAIN_SHIP_RATIO_TO_MERGE |
0.7 |
try merge task force if main ship ratio is lower than this. |
MAX_MAIN_SHIP_RATIO_TO_MERGE |
1.001 |
if resulting main ship ratio would be at most this, allow merging into this task force. |
MAIN_SHIP_RATIO_TO_SPLIT |
1.8 |
if main ship ratio in a task force is larger than this, split it. (If a carrier TF wants 4 carriers (see defines above), but it has more than [this * 4] carriers, then we try to split the TF.) |
MISSION_FLEET_ICONS |
{ 4, 29, 21, 15, 23, 24, 5, 4, 4, 9 } |
|
MIN_NAVAL_MISSION_PRIO_TO_ASSIGN |
{ 0, 200, 200, 200, 100, 200, 100, 0, 0, 100 } |
priorities for regions to get assigned to a mission
|
HIGH_PRIO_NAVAL_MISSION_SCORES |
{ 0, 100000, 1000, 1500, 1000, -1, 300, 0, 0, 1000 } |
priorities for regions to get assigned to a mission
|
MAX_MISSION_PER_TASKFORCE |
{ 0, 1, 4, 1.5, 4, 2, 2, 0, 0, 10 } |
max mission region/taskforce ratio
|
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MINall-screen taskforces will be shared between convoy defense, mine missions and patrols (in this prio) and these ratios limits the maximum ratio of these taskforces to allocate on type |
0.2 |
maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys). |
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX |
0.7 |
maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys). |
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN_CONVOY_THREAT |
100 |
AI will increase screen assignment for escort missions as threate increases |
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX_CONVOY_THREAT |
1500 |
AI will increase screen assignment for escort missions as threate increases |
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING |
0.1 |
maximum ratio of screens forces to be used in mine sweeping |
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO |
0.8 |
if you have mines near your owned states, you will start priotize mine missions and will assign this ratio of screens |
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES |
10 |
if there are at least this many mines near our owned states, we will prioritize mine sweeping |
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MAX_MINES |
1000 |
if there are this many mines near our owned states, mine sweeping reaches max prio |
MAX_SCREEN_TASKFORCES_FOR_MINE_LAYING |
0.1 |
maximum ratio of screens forces to be used in mine laying |
MAX_SCREEN_FORCES_FOR_INVASION_SUPPORT |
0 |
max ratio of screens forces to be used in naval invasion missions |
MAX_CAPITAL_FORCES_FOR_INVASION_SUPPORT |
0 |
max ratio of capital forces to be used in naval invasion missions |
MAX_PATROL_TO_STRIKE_FORCE_RATIO |
4 |
maximum patrol/strike force ratio |
CONSTRUCTION_PRIO_INFRASTRUCTURE<start> construction prioritization |
0.2 |
base prio for infrastructure in the construction queue |
CONSTRUCTION_PRIO_CIV_FACTORY |
0.8 |
base prio for civilian factories in the construction queue |
CONSTRUCTION_PRIO_MIL_FACTORY |
0.7 |
base prio for military factories in the construction queue |
CONSTRUCTION_PRIO_SUPPLY_BUILDING |
1.1 |
base prio for supply buildings (supply hubs, ports) in the construction queue |
CONSTRUCTION_PRIO_RAILWAY |
4 |
base prio for railways in the construction queue |
CONSTRUCTION_PRIO_RAILWAY_GUN_REPAIR |
15 |
base prio for railway gun repairs in the construction queue |
CONSTRUCTION_PRIO_UNSPECIFIED |
0.5 |
base prio for unspecified buildings (none of the categories above) in the construction queue |
CONSTRUCTION_PRIO_FACTOR_OCCUPIED_TERRITORY |
1 |
factor prio with this if occupied territory |
CONSTRUCTION_PRIO_FACTOR_OWNED_NONCORE |
1.5 |
factor prio with this if owned non-core territory |
CONSTRUCTION_PRIO_FACTOR_OWNED_CORE |
2 |
factor prio with this if owned core territory |
CONSTRUCTION_PRIO_FACTOR_REPAIRING |
0.3 |
factor prio with this if building is being repaired |
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE |
0.12 |
amount of factories to spend on oil trade in case of fuel need for missions |
MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE |
0.3 |
amount of factories to spend on oil trade in case of fuel need for prio missions |
MAX_FACTORY_TO_TRADE_FOR_FUEL |
0.5 |
|
FUEL_TRADE_PRIO_FOR_CONVOY_DEFENSE |
0.3 |
AI will be less reluctant to cancel convoy missions if it is trading for oil |
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE_IN_PEACE |
0.03 |
amount of factories to spend on oil trade in case of fuel need for missions in peace time |
MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE_IN_PEACE |
0.1 |
amount of factories to spend on oil trade in case of fuel need for prio missions in peace time |
MAX_FACTORY_TO_TRADE_FOR_FUEL_IN_PEACE |
0.15 |
|
FUEL_REQUEST_RATIO_FOR_COMBATS |
0.6 |
ratio of ship combat fuel cost that is to be considered in fuel usage and request system |
PRIO_FUEL_REQUEST_RATIO_FOR_COMBATS |
0.8 |
ratio of ship combat fuel cost that is to be considered in prio fuel usage and request system |
FUEL_REQUEST_RATIO_FOR_MOVEMENT |
0.4 |
ratio of ship movement fuel cost that is to be considered in fuel usage and request system |
PRIO_FUEL_REQUEST_RATIO_FOR_MOVEMENT |
0.2 |
ratio of ship movement fuel cost that is to be considered in prio fuel usage and request system |
NAVY_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST |
0.5 |
weight of actual fuel usage of ships compared to what is being asked for missions while calculating oil needed for trade |
AIR_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST |
0.5 |
weight of actual fuel usage of planes compared to what is being asked for missions while calculating oil needed for trade |
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS |
6 |
in war time, coutries will try to fill their buffer in this duration and trade for oil if necesarry |
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS_IN_PEACE_TIME |
10 |
in peace time, coutries will try to fill their buffer in this duration and trade for oil if necesarry |
FUEL_CONSUMPTION_MULT_FOR_FUEL_SAVING_MODE |
0.25 |
fuel consumptions will be limited by this ratio in fuel saving mode |
FUEL_CONSUMPTION_MULT_REGULAR_FUEL_MODE |
1 |
fuel consumptions will be limited by this ratio in regular fuel mode |
FUEL_CONSUMPTION_MULT_AGRESSIVE_FUEL_MODE |
3 |
fuel consumptions will be limited by this ratio in aggressive fuel usage mode |
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE |
30 |
countries will enter fuel saving mode if they will be out of fuel in this number of days and their fuel ratio is below next define |
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE_FUEL_RATIO |
0.4 |
|
FUEL_RATIO_TO_EXIST_FUEL_SAVING_MODE |
0.6 |
countries will exit fuel saving mode if they have more fuel ratio than this |
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_ARMY_MAX_CONSUMPTION |
60 |
AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer |
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_AIR_MAX_CONSUMPTION |
60 |
AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer |
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_NAVY_MAX_CONSUMPTION |
60 |
AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer |
MIN_WANTED_MAX_FUEL |
50 |
minimum value for wanted fuel buffers for AI (in thousands) |
GIE_LEND_LEASE_TO_PLAYER_EXILE_DESIRE_BONUS |
40 |
AI host is more likely to accept lend lease requests from a player. |
NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS |
0.5 |
ai will allocate at most this ratio of dockyards for repairs in peace time |
NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS_IN_WAR_TIME |
0.75 |
ai will allocate at most this ratio of dockyards for repairs in war time |
MAX_FUEL_CONSUMPTION_RATIO_FOR_AIR_TRAINING |
1 |
ai will use at most this ratio of affordable fuel for air training |
AI_SHIP_SWAP_MIN_DAMAGED_SHIPS |
2 |
minimum number of damaged ships in a taskforce before AI considers swapping them to reserves |
AI_SHIP_SWAP_DAMAGE_THRESHOLD |
0.33 |
per-ship strength threshold below which the AI considers a capital/carrier damaged enough to swap to reserves |
AI_REPAIR_CANCEL_MIN_STRENGTH |
0.9 |
AI will pull non-reserve task forces out of repair and back on mission once they reach this strength |
AI_SURFACE_COMBAT_FUEL_RATIO |
0.7 |
fraction of navy fuel reserved for surface combat (patrols, strike forces, dominance) |
AI_CONVOY_DEFENSE_FUEL_RATIO |
0.15 |
fraction of navy fuel reserved for convoy escorts (remaining goes to convoy raiding) |
MAX_FUEL_CONSUMPTION_RATIO_FOR_NAVY_TRAINING |
0.2 |
ai will use at most this ratio of affordable fuel for naval training |
MAX_FULLY_TRAINED_SHIP_RATIO_FOR_TRAINING |
0.7 |
ai will not train a taskforce if fully trained ships are above this ratio |
NUM_SILOS_PER_CIVILIAN_FACTORIES |
0.0025 |
ai will try to build a silo per this ratio of civ factories |
NUM_SILOS_PER_MILITARY_FACTORIES |
0.012 |
ai will try to build a silo per this ratio of mil factories |
NUM_SILOS_PER_DOCKYARDS |
0.02 |
ai will try to build a silo per this ratio of dockyards |
SHIP_STR_RATIO_PUT_ON_REPAIRS |
0.8 |
if ships are damaged below this ratio, they are put for repairs |
SHIP_STR_RATIO_EXIT_REPAIRS |
1 |
the ships will leave repairs if they are >= this ratio of total str |
REPAIR_TASKFORCE_SIZE |
4 |
repair taskforce sizes are limited to this many ships |
PLAN_VALUE_BONUS_FOR_MOVING_UNITS |
0.35 |
AI plans gets a bonus when units are not moving and ready to fight |
AGGRESSIVENESS_BONUS_FOR_FRONTS_THAT_ARE_ON_HIGH_AGGRESSIVENESS |
-0.4 |
AI gets a bonus to aggresiveness if it is already executing an aggressive plan (lower is more aggressive) |
AGGRESSIVENESS_CHECK_BASE |
1.5 |
front comparison where ai will consider aggressive stance, unless it is already then the number above is used |
AGGRESSIVENESS_CHECK_EASY_TARGET |
-0.3 |
if target nation is flagged as easy target we also adjust down the front comparison needed |
AGGRESSIVENESS_CHECK_CAREFUL |
0.6 |
at what front strength balance do we go careful |
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED |
2 |
if front strength balance is at or above this value versus a party fortified enemy, we do a balanced attack |
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED_WEAK_POINTS |
0.75 |
if front strength balance is at or above this value versus a party fortified enemy, we rush attack weak points; below this value, we are careful |
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED |
10 |
if front strength balance is at or above this value versus a fully fortified enemy with no weak points, we do a balanced attack instead being careful |
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED_POCKET |
6 |
if front strength balance is at or above this value versus a fully fortified enemy in a pocket, we do a balanced attack instead being careful |
FRONT_EVAL_UNIT_ACCURACY |
1 |
scale how stupid ai will act on fronts. 0 is potato |
FRONT_EVAL_UNIT_AIR_SUP_IMPACT |
1 |
scale how good the AI thinks air superiority is for units |
FRONT_EVAL_UNIT_SUPPLY_AND_ORG_LACK_IMPACT |
1 |
scale how painful the AI thinks a combined lack of supply and organization is for units |
FRONT_EVAL_PERCENT_TO_ASSIST_ALLY_FRONT |
0.5 |
percentage of how many units the AI thinks it should have compared to an ally before considering sending units |
PRODUCTION_CARRIER_PLANE_BUFFER_RATIO |
1.5 |
in addition to total deck size of carriers, we want at least this ratio to buffer it |
PRODUCTION_CARRIER_PLANE_PRODUCTION_BOOST_TO_BUFFER |
4 |
production of carrier planes will go up by this ratio if we lack buffers |
NAVAL_MAX_CONVOY_TO_INTEL_FOR_CONVOY_RAIDS |
200 |
number of convoys in region will be clamped to this max, anything more will be ignored while assigning raids |
EXTRA_NAVY_INTEL_FOR_CONVOY_RAIDING |
0 |
this amount of intel is added to navy intel while ai is assigning convoy raiding mission |
INTEL_NEEDED_TO_NEGATVE_CONVOY_COUNT_REDUCTION |
80 |
navy intel is divided by this ratio to negate NAVAL_CONVOY_COUNT_INTEL_DROPOFF_DUE_TO_LOW_DECYPTION |
NAVAL_CONVOY_COUNT_INTEL_DROPOFF_DUE_TO_LOW_DECYPTION |
200 |
on lowest navy intel, ai won't be able to see enemy convoys lower than this ratio |
CONVOY_RAID_SCORE_FROM_CONVOY_INTELLIGENCE |
2.5 |
each convoy intelligenge will incease raid score by this |
AIR_AI_ENEMY_PROV_RATIO_FOR_COMBAT_REGION |
0.15 |
if a region has more than this ratio of provinces controlled by enemy, AI will consider it as a combat zone while assigning planes |
RESEARCH_MULTI_DOCTRINE_SCORE |
0.3 |
score penalty to researchign multiple doctrines at once for AI |
CONVOY_ESCORT_SCORE_FROM_CONVOYS |
15 |
score for each convoy you have in area |
CONVOY_ESCORT_MUL_FROM_NO_CONVOYS |
0.02 |
score multiplier when no convoys are around |
CONVOY_RAID_MIN_ENEMY_THREAT |
0.05 |
|
RAILWAY_GUN_PRODUCTION_BASE_DIVISIONS_RATIO_PERCENT |
0 |
Base ratio of desired railway guns to divisions for AI (5 means 5%). Can be modified by railway_guns_divisions_ratio AI strategy value |
RAILWAY_GUN_PRODUCTION_MIN_DIVISONS |
20 |
Minimum required number of divisions for the AI to consider producing railway guns |
RAILWAY_GUN_PRODUCTION_MIN_FACTORIES |
10 |
Minimum required number of military factories for the AI to consider producing railway guns |
RAILWAY_GUN_PER_ARMY_CAP |
5 |
Maximum railway guns assigned to one army for the AI |
RAILWAY_GUN_ASSIGNMENT_SCORE_UNITCOUNT_MULTIPLIER |
10 |
Score multiplier for favoring orders groups with more units when assigning railway guns |
RAILWAY_GUN_ASSIGNMENT_SCORE_HOLD |
20 |
Score for keeping current assignment when assigning railway guns |
MAX_UNIT_RATIO_FOR_INVASIONS |
0.4 |
countries won't use armies more than this ratio of total units for invasions |
MIN_UNIT_RATIO_FOR_INVASIONS |
0.1 |
don't allocate more divisions than this for naval invasions |
MAX_INVASION_FRONT_SCORE |
1000 |
max score for naval invasion front scores |
MIN_FRONT_SCORE_FOR_AFTER_INVASION_AREAS |
1500 |
min score for army fronts that are created on recently invaded regions |
MIN_CONVOY_EFFICIENCY_TO_CANCEL_TRADES |
0.4 |
min efficiency (due to convoy raid) to cancel trades |
MIN_CONVOY_EFFICIENCY_TO_START_TRADES |
0.6 |
min efficiency (due to convoy raid) to start be able to trades |
MIN_CONVOY_EFFICIENCY_PER_WAR_SUPPORT_HIT |
0.6 |
percentage of warsupport hit you get is multiplied by this value and added to min convoy efficiencies |
NAVAL_INVADED_AREA_PRIO_DURATION |
90 |
after successful invasion, AI will prio the enemy area for this number of days |
NAVAL_INVADED_AREA_PRIO_MULT |
1.2 |
fronts that belongs to recent invasions gets more prio |
MIN_NUM_CONQUERED_PROVINCES_TO_DEPRIO_NAVAL_INVADED_FRONTS |
20 |
if you conquer this amount of provinces after a naval invasion, it will lose its prio status and will act as a regular front |
INVASION_TARGET_DISTANCE_DENOMINATOR |
1000 |
When selecting invasion target, divide this with (pixel) distance to get distance score factor. (Doesn't really affect the relative scoring, but it affects the linearity of the score function.) |
INVASION_TARGET_NO_PORT_FACTOR |
0.3 |
When selecting invasion target, multiply score with this if the target has no port |
INVASION_TARGET_TRUNCATION_SELECT_THRESHOLD |
0.6 |
When selecting invasion target, use this threshold for truncation selection. (1.0 means select highest scored target, 0.0 means select randomly from all possible target, 0.5 means select randomly from all targets with more than 50 % of highest score) |
INVASION_TARGET_PRIO_NOT_ENEMY_FACTOR |
0.17 |
When calculating priority for an invasion, factor the score with this if the target is not an actual enemy. |
FAILED_INVASION_AVOID_DURATION |
60 |
after a failed invasion, AI will down-prioritize invading the same area again for this number of days |
FAILED_INVASION_AREA_PRIO_FACTOR |
0.5 |
for every failed invasion on an area, factor that area's invasion prio with this value |
FAILED_INVASION_PORT_PRIO_FACTOR |
0.66 |
for every failed invasion on a target port (province), factor the chance that we try to invade that same port again (relative to other ports) |
BUILDING_TARGETS_BUILDING_PRIORITIES |
{ "industrial_complex" } |
buildings in order of pirority when considering building targets strategies. First has the greatest priority, omitted has the lowest. NOTE: not all buildings are supported by building targets strategies. |
MIN_INVASION_PLAN_VALUE_TO_EXECUTE |
0.3 |
ai will only activate invasions if plan value is above this |
MIN_INVASION_ORG_FACTOR_TO_EXECUTE |
0.4 |
ai will only activate invasions if average org factor is above this |
MIN_INVASION_UNITS_READY_TO_EXECUTE |
0.25 |
absolute floor: never launch with fewer than this ratio of assigned units |
INVASION_UNITS_READY_AT_MIN_PLAN |
0.75 |
units ready ratio required when plan value is at minimum threshold |
INVASION_UNITS_READY_AT_MAX_PLAN |
0.25 |
units ready ratio required when plan value is very high (1.0+) |
MAX_INVASION_SIZE |
24 |
max invasion group size |
MAX_PORT_STRIKE_HISTORY_TO_REMEMBER |
5000 |
maximum port strike history to keep track (will be used to disable ports |
PORT_STRIKE_HISTORY_DECAY_MIN |
10 |
minimum decay for port strike history (<7 days since last port strike) |
PORT_STRIKE_HISTORY_DECAY_MAX |
400 |
maximum decay for port strike history (>=37 days since last port strike) |
MAX_PORT_RATIO_TO_DISABLE |
0.8 |
max ratio of ports to disable due to port strikes |
PORT_STRIKE_HISTORY_VALUE_TO_DISABLE_REPAIRS |
200 |
cut off for disabling ports above this threshold |
PORT_STRIKE_HISTORY_VALUE_TO_REENABLE_REPAIRS |
10 |
cut off for reenabling ports bloew this threshold |
CURRENT_LAW_SCORE_BONUS |
50 |
current score will get an additional bonus to its ai weight |
OIL_WANT_PER_POTENTIAL_LAND_CONSUMPTION_Kthese values are used for ai_desire_ variables that are used occupation law selection |
0.05 |
how much extra oil requested on top of balance for country's potential oil consumptions |
OIL_WANT_PER_POTENTIAL_NAVY_CONSUMPTION_K |
0.03 |
|
OIL_WANT_PER_POTENTIAL_AIR_CONSUMPTION_K |
0.03 |
|
OIL_WANT_PER_POTENTIAL_MISC_CONSUMPTION_K |
0.1 |
|
OIL_WANT_AT_PEACE_PER_POTENTIAL_LAND_CONSUMPTION_K |
0.02 |
|
OIL_WANT_AT_PEACE_PER_POTENTIAL_NAVY_CONSUMPTION_K |
0 |
|
OIL_WANT_AT_PEACE_PER_POTENTIAL_AIR_CONSUMPTION_K |
0 |
|
OIL_WANT_AT_PEACE_PER_POTENTIAL_MISC_CONSUMPTION_K |
0.1 |
|
RESOURCE_WANT_PER_MISSING_BALANCE |
0.2 |
negative balance increases the desire on a resource |
RESOURCE_WANT_PER_CONSUMED |
0.05 |
if resource is being used in production, increase the desire |
CRYPTO_ACTIVATION_THRESHOLDcrypto ai calculates a score & a threshold for each cracked crypto if score > crypto, it activates the crypto |
1.25 |
will multiply crypto activation threshold. larger |
CRYPTO_ACTIVATE_NUM_DAYS_DROP_OFF |
0.4 |
longer decrypted crypto waits, lower threshold it will have. threshold will be multiplied by this value at most |
CRYPTO_ACTIVATE_NUM_DAYS_DECAY |
60 |
at this number of days, it will decay by %50 of prev define |
CRYPTO_ACTIVATE_NUM_ACTIVATED_DROP_OFF |
0.6 |
having an already activated cryptos will further multiply threshold, down to this value |
CRYPTO_ACTIVATION_SCORE_ARMIES_IN_COMBAT_BONUS |
0.2 |
having units in combat will increase the score by this ratio |
CRYPTO_ACTIVATION_SCORE_OUR_CAPITAL_BONUS |
0.2 |
fronts of our capital get a bonus by this ratio |
CRYPTO_ACTIVATION_SCORE_ENEMY_CAPITAL_BONUS |
0.2 |
fronts of enemy capital get a bonus by this ratio |
CRYPTO_AFTER_SCORE_INVASION_FRONT_BONUS |
1 |
a front that is naval invading will increase the score by this ratio |
MAX_MODULAR_EQUIPMENT_EQUIPMENT_UPGRADE_COUNT_PER_PASS |
4 |
the maximum number of level AI will try to add to an equipment upgrade of an equipment defined in common/ai_equipment in one pass |
EQUIPMENT_UPGRADE_VARIANT_MATCH_SCORE_FACTOR |
0.2 |
the weight of equipment upgrade level when computing the match score of a variant to an ai equipment design. |
AI_UPDATE_ROLES_FREQUENCY_HOURS |
48 |
Update the roles for a country AI this often (affects performance) |
AI_NAVAL_GOALS_UPDATE_FREQUENCY_DAYS |
7 |
Regenerate naval AI objectives this often in days (affects performance) |
UPDATE_SUPPLY_BOTTLENECKS_FREQUENCY_HOURS |
168 |
Check for and try to fix supply bottlenecks this often. (168 hours = 1 week) |
FIX_SUPPLY_BOTTLENECK_SATURATION_THRESHOLD |
0.85 |
Try to fix supply bottlenecks if supply node saturation exceeds this value. |
UPDATE_SUPPLY_MOTORIZATION_FREQUENCY_HOURS |
52 |
Check if activating motorization would improve supply situation this often. |
AI_PREFERRED_TACTIC_WEEKLY_CHANGE_CHANCE |
0.05 |
Chance for AI to select a new preferred tactic if they don't have one selected |
ARMY_LEADER_ASSIGN_KEEP_CURRENT_LEADER_FACTOR<start> assigning leaders to armies |
1.2 |
Boosts the score for keeping the current leader. Value > 1.0 favors the current leader. |
ARMY_LEADER_ASSIGN_DONT_STEAL_OTHER_FACTOR |
0.75 |
Reduces the score for leaders assigned elsewhere. Value < 1.0 discourages reassigning these leaders. |
ARMY_LEADER_ASSIGN_FIELD_MARSHAL_TO_ARMY |
-500 |
Score for assigning a field marshal to a normal army (want to use them for army groups) |
ARMY_LEADER_ASSIGN_EMPTYNESS_MALUS |
0.2 |
Factor for avoiding assigning leaders that can lead large armies to small armies (a value of 0.2 reduces the score by max 20 %) |
ARMY_LEADER_ASSIGN_OVERCAPACITY |
-200 |
Score for assigning leader to a too large army |
ARMY_LEADER_ASSIGN_OVERALL_SKILL_FACTOR |
50 |
This times general's overall skill is added to score |
ARMY_LEADER_ASSIGN_DEFENSE_OVERALL_SKILL_FACTOR |
10 |
If defensive army, this times general's overall skill is added to score |
ARMY_LEADER_ASSIGN_DEFENSE_ATTACK_SKILL_FACTOR |
3 |
If defensive army, this times general's attack skill is added to score |
ARMY_LEADER_ASSIGN_DEFENSE_DEFENSE_SKILL_FACTOR |
20 |
If defensive army, this times general's defense skill is added to score |
ARMY_LEADER_ASSIGN_DEFENSE_LOGISTICS_SKILL_FACTOR |
3 |
If defensive army, this times general's logistics skill is added to score |
ARMY_LEADER_ASSIGN_DEFENSE_PLANNING_SKILL_FACTOR |
3 |
If defensive army, this times general's planning skill is added to score |
ARMY_LEADER_ASSIGN_INVASION_ATTACK_SKILL_FACTOR |
10 |
If invasion army, this times general's attack skill is added to score |
ARMY_LEADER_ASSIGN_INVASION_DEFENSE_SKILL_FACTOR |
10 |
If invasion army, this times general's defense skill is added to score |
ARMY_LEADER_ASSIGN_INVASION_LOGISTICS_SKILL_FACTOR |
20 |
If invasion army, this times general's logistics skill is added to score |
ARMY_LEADER_ASSIGN_INVASION_PLANNING_SKILL_FACTOR |
20 |
If invasion army, this times general's planning skill is added to score |
ARMY_LEADER_ASSIGN_ATTACK_SKILL_FACTOR |
20 |
This times general's attack skill is added to score |
ARMY_LEADER_ASSIGN_DEFENSE_SKILL_FACTOR |
10 |
This times general's defense skill is added to score |
ARMY_LEADER_ASSIGN_LOGISTICS_SKILL_FACTOR |
7 |
This times general's logistics skill is added to score |
ARMY_LEADER_ASSIGN_PLANNING_SKILL_FACTOR |
7 |
This times general's planning skill is added to score |
ARMY_LEADER_ASSIGN_NR_TRAITS |
5 |
This times general's nr of active traits is added to score |
ARMY_LEADER_ASSIGN_EXILED_LEADS_EXILED_TROOPS |
10 |
If exiled leader, increase chance of leading army with exiled troops |
ARMY_LEADER_ASSIGN_EXILED_LEADS_OWN_EXILED_TROOPS |
100 |
If exiled leader, increase chance of leading army with exiled troops from same country as the leader |
ARMY_LEADER_ASSIGN_WITHDRAW_DAYS |
7 |
General will withdraw from HQ after that many days without an order HQ can influence (frontline or naval invasion) |
ARMY_LEADER_MIN_DIVISIONS_FOR_HQ |
10 |
Army must contain at least this many divisions before the AI will deploy an HQ unit for it |
MAX_DEPLOYED_ARMY_HQS |
5 |
AI will not deploy more than this many army HQs at once |
MAX_CAPTURED_GENERALS_TO_STOP_HQ_DEPLOY |
3 |
AI stops deploying new army HQs once this many of its army leaders are captured |
ARMY_LEADER_ASSIGN_DEFENSE_MAX_DIG_IN_FACTORthe following defines concern the general's modifiers |
1 |
If defensive army, importance of general's MAX_DIG_IN_FACTOR modifier |
ARMY_LEADER_ASSIGN_DEFENSE_ARMY_ARMOR_DEFENCE_FACTOR |
1 |
If defensive army, importance of general's ARMY_ARMOR_DEFENCE_FACTOR modifier (proportional to armor ratio in the army) |
ARMY_LEADER_ASSIGN_PLANNING_SPEED |
0.1 |
Importance of general's PLANNING_SPEED modifier |
ARMY_LEADER_ASSIGN_MAX_PLANNING |
0.1 |
Importance of general's MAX_PLANNING modifier |
ARMY_LEADER_ASSIGN_RECON_FACTOR |
2 |
Importance of general's RECON_FACTOR modifier |
ARMY_LEADER_ASSIGN_OUT_OF_SUPPLY_FACTOR |
1 |
Importance of general's OUT_OF_SUPPLY_FACTOR modifier |
ARMY_LEADER_ASSIGN_WINTER_ATTRITION_FACTOR |
1 |
Importance of general's WINTER_ATTRITION_FACTOR modifier |
ARMY_LEADER_ASSIGN_ARMY_ARMOR_SPEED_FACTOR |
20 |
Importance of general's ARMY_ARMOR_SPEED_FACTOR modifier (proportional to armor ratio in the army) |
ARMY_LEADER_ASSIGN_ARMY_ARMOR_ATTACK_FACTOR |
20 |
Importance of general's ARMY_ARMOR_ATTACK_FACTOR modifier (proportional to armor ratio in the army) |
ARMY_LEADER_ASSIGN_BOOST_ARMOR_SKILL |
20 |
Importance of general's trait where armor skill is boosted, e.g. armor_officer which boosts panzer_leader (proportional to armor ratio in the army) |
ARMY_LEADER_ASSIGN_ARMOR_LEADER_IF_NO_ARMOR |
-0.5 |
Avoid assigning a general with armor skills to an army with no armor (can be negative) |
ARMY_LEADER_ASSIGN_AMPHIBIOUS_INVASION |
1 |
If involved in invasion, importance of general's AMPHIBIOUS_INVASION modifier |
ARMY_LEADER_ASSIGN_NAVAL_INVASION_PREPARATION |
1 |
If involved in invasion, importance of general's NAVAL_INVASION_PREPARATION modifier |
ARMY_LEADER_ASSIGN_XP_GAIN_FACTOR |
2 |
Importance of general's XP_GAIN_FACTOR modifier |
ARMY_LEADER_ASSIGN_SUPPLY_CONSUMPTION_FACTOR |
1 |
Importance of general's SUPPLY_CONSUMPTION_FACTOR modifier |
ARMY_LEADER_ASSIGN_LAND_REINFORCE_RATE |
1 |
Importance of general's LAND_REINFORCE_RATE modifier |
ARMY_LEADER_ASSIGN_ARMY_MORALE_FACTOR |
1 |
Importance of general's ARMY_MORALE_FACTOR modifier |
ARMY_LEADER_ASSIGN_TERRAIN_FACTOR |
0.2 |
Importance of general's terrain skills |
AREA_DEFENSE_SETTING_VPWhich settings will AI use for area defense by default |
false |
|
AREA_DEFENSE_SETTING_PORTS |
true |
|
AREA_DEFENSE_SETTING_AIRBASES |
false |
|
AREA_DEFENSE_SETTING_BORDERS |
false |
|
AREA_DEFENSE_SETTING_FORTS |
false |
|
AREA_DEFENSE_SETTING_COASTLINES |
true |
|
AREA_DEFENSE_SETTING_RAILWAYS |
false |
|
AREA_DEFENSE_SETTING_FACILITY |
false |
|
AREA_DEFENSE_MINCAP_MAX_CAPITAL_DEFENSE |
100 |
MaxUnits for capital defense is at least this. (basically use capital defense as a buffer if we have "too many units") |
AREA_DEFENSE_MINCAP_DESIRED_CAPITAL_DEFENSE |
5 |
DesiredUnits for capital defense is at least this. |
AREA_DEFENSE_MINCAP_MAX_HOME_AREA |
10 |
MaxUnits for home area is at least this. |
AREA_DEFENSE_MINCAP_DESIRED_HOME_AREA |
3 |
DesiredUnits for home area is at least this. |
COMMAND_POWER_BEFORE_SPEND_ON_TRAITS |
30 |
|
PEACE_BID_FOLD_TURNS_AGAINST_OTHER_AI |
2 |
Resolve contests against other AIs after this many turns. Don't always contest forever, it yields the same results. |
PEACE_BID_CONTEST_TIE_BREAKER_CONFERENCE_SCOREWhen resolving contest against other AI, a tie breaker score is calculated and the loser folds. |
1 |
How much to weigh relative remaining peace conference score between the countries |
PEACE_BID_CONTEST_TIE_BREAKER_INFLUENCE_DISTANCE |
1 |
How much to weigh relative influence distance between the countries |
PEACE_BID_CONTEST_TIE_BREAKER_COUNTRY_SCORE |
1 |
How much to weigh relative country score between the countries |
PEACE_BID_FOLD_AGAINST_PLAYER_CHANCEEnd of tie breaker score factors |
0.5 |
Likelihood that AI will fold in a bidding contest against human player. |
PEACE_BID_FOLD_AGAINST_LIBERATE_CONTEST |
1 |
Likelihood that the AI will back down against a same-ideology country performing a contesting liberate bid ##Bordergore prevention therapy |
PEACE_AI_GROUP_PEACE_ACTIONS |
true |
Whether AI should group peace actions or greedily just select the most-desired peace actions |
PEACE_AI_EVALUATE_FOR_SUBJECTS |
true |
Whether AI should include subjects when evaluating giving states to other winners (may affect performance on new conference turn) |
PEACE_AI_EVALUATE_FOR_ALLIES |
true |
Whether AI should include allies when evaluating giving states to other winners (may affect performance on new conference turn) |
PEACE_AI_EVALUATE_FOR_NON_ALLIES |
false |
Whether AI should include non-allies (not in same faction) when evaluating giving states to other winners (may affect performance on new conference turn) |
PEACE_AI_EVALUATE_OTHER_IF_CORE |
true |
Whether AI should evaluate giving states to other winners if state is their core (may affect performance on new conference turn) |
PEACE_AI_EVALUATE_OTHER_IF_CLAIM |
true |
Whether AI should evaluate giving states to other winners if they have a claim on the state (may affect performance on new conference turn) |
PEACE_AI_EVALUATE_OTHER_ALWAYS |
false |
Whether AI should always evaluate giving states to other winners (!!! may heavily affect performance on new conference turn for large peace conferences !!!) |
DIVISION_SUPPLY_RATIO_TO_MOTORIZE |
0.8 |
If supply ratio is less than this, consider motorizing any applicable nearby supply hub |
INDUSTRIAL_ORG_TRAIT_UNLOCK_RANDOMNESS |
3 |
AI will pick a random from N top traits when choosing a trait to unlock |
INDUSTRIAL_ORG_POLICY_CHANGE_RANDOMNESS |
3 |
AI will pick a random from N top policies when choosing a policy to attach to an MIO |
INDUSTRIAL_ORG_RESEARCH_ASSIGN_RANDOMNESS |
3 |
AI will pick a random from N top MIOs when choosing an MIO to assign to a research |
INDUSTRIAL_ORG_PRODUCTION_ASSIGN_RANDOMNESS |
3 |
AI will pick a random from N top MIOs when choosing an MIO to assign to a production line |
INDUSTRIAL_ORG_POLICY_CHANGE_SCALE |
1 |
Policy change weight will be scaled by this value |
INDUSTRIAL_ORG_TRAIT_RANK_FACTOR |
0.8 |
When precomputing weights, traits will affect the final score less the further down the tree they are, by this factor |
INDUSTRIAL_ORG_RESEARCH_BONUS_FACTOR |
10 |
Research bonus will be multiplied by this factor when evaluating design teams |
AI_WANTED_LAND_BASED_PLANES_FACTOR |
0.5 |
Factor applied to desire for land based planes (total airbase space * define) |
AI_WANTED_CARRIER_BASED_PLANES_FACTOR |
1 |
Factor applied to desire for carrier based planes (total carrier space * define) |
AIFC_UPDATE_FREQUENCY_DAYSAIFC stands for "AI Force Concentration". Using acronym to keep define names shorter. |
5 |
How often will AI run its AI force concentration logic. Lowering this number may decrease performance. |
AIFC_FRESHNESS_BASE_VALUE |
45 |
AIFC fronts have a "freshness value" which decreases if no progress is made. When it reaches zero, it will give up on the current target and try another. |
AIFC_REFRESH_NEED_PER_DAY |
1 |
Decrease freshness value with this every day. |
AIFC_REFRESH_NEED_SUPPLY_FACTOR_PER_DAY |
0.8 |
Decrease freshness value with this multiplied by average supply ratio every day. |
AIFC_FRESHNESS_ADD_ON_PROGRESS |
25 |
Increase freshness value with this when we advance a province along the target path. |
AIFC_UNIT_RATIO_BASE |
0.15 |
After fulfilling minimum front unit needs, this ratio of the "extra"/desired units can be allocated to AI force concentration duty |
AIFC_MAX_NR_FRONTS |
4 |
The X (this) fronts with highest AIFC score are considered for AI force concentration |
AIFC_CA_DIVISIONS_PER_PROVINCE |
3 |
AI will use this as a baseline of how many divisions to have per province |
AIFC_ACTIVATE_AVG_ORG_RATIO_THRESHOLD |
0.2 |
Only activate the offensive order if average organisation is above this. |
AIFC_ACTIVATE_IN_POSITION_RATIO_THRESHOLD |
0.3 |
Only activate the offensive order if divisions in position is more than this ratio. |
AIFC_OFFENSIVE_DEACTIVATION_DAYS_THRESHOLD |
5 |
Deactivate the offensive order only if the conditions have been unfulfilled for this many days. |
AIFC_UNIT_NUDGE_FREQUENCY_DAYS |
15 |
On average every X day (randomly), check if another division (within same front) is better for AIFC based on score factors below. |
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_BREAKTHROUGHUnit offensiveness score factors for AIFC. Division stats are factored by this before adding up to total score. |
11 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_SOFT_ATTACK |
6 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_HARD_ATTACK |
8 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_ARMOR |
30 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_PIERCING |
4 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_HARDNESS |
300 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_SPEED |
15 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_INITIATIVE |
5 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_ORGANISATION |
0.3 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_HITPOINTS |
0.3 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_DEFENSE |
-0.2 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_ENTRENCHMENT |
-0.5 |
|
AIFC_UNIT_OFFENSIVE_SCORE_FACTOR_EXPERIENCE |
300 |
|
AIFC_TARGET_IGNORE_VP_THRESHOLDEnd of unit offensiveness score factors for AIFC Strategic target scoring for AIFC |
10 |
VP target needs at leas this many victory points to be considered a target |
AIFC_TARGET_SUPPLY_HUB_BASE_SCORE |
20 |
Base score for supply hubs |
AIFC_TARGET_NAVAL_BASE_BASE_SCORE |
10 |
Base score for naval bases |
AIFC_TARGET_NAVAL_BASE_SCORE_PER_LEVEL |
1 |
Score for naval bases increases by this for each level |
AIFC_TARGET_VP_SCORE_FACTOR |
1 |
Score for VPs increases by this for every victory point |
AIFC_TARGET_CAPITAL_SCORE_EXTRA |
5 |
Extra score for Capitals (in addition to VP score) |
AIFC_TARGET_SHORT_PATH_PENALTY_FACTOR |
0.1 |
Penalty factor for short AIFC paths (path <= 3 (including own start province)) |
AIFC_TARGET_PERSISTED_FACTOR |
30 |
Bonus factor for persisted targets (used to incentivize AI to select target again after e.g. front lines have reformed or save file is loaded) |
AIFC_PATH_MAX_COSTEnd of strategic target scoring for AIFC Offensive path scoring (cost multipliers) for AIFC |
7 |
Only allow paths with total cost <= this. WARNING: increasing this value may cause stuttering and other performance issues (since AIFC will evaluate larger areas) |
AIFC_PATH_COST_ADJ_NORMAL |
1 |
|
AIFC_PATH_COST_ADJ_STRAIT |
4 |
|
AIFC_PATH_COST_ADJ_RIVER |
2 |
|
AIFC_PATH_COST_ADJ_RIVER_LARGE |
3 |
|
AIFC_PATH_COST_TRN_MOUNTAINS |
3 |
|
AIFC_PATH_COST_TRN_FOREST |
1.2 |
|
AIFC_PATH_COST_TRN_DESERT |
1.2 |
|
AIFC_PATH_COST_TRN_HILLS |
1.2 |
|
AIFC_PATH_COST_TRN_JUNGLE |
3 |
|
AIFC_PATH_COST_TRN_PLAINS |
0.8 |
|
AIFC_PATH_COST_TRN_URBAN |
1 |
|
AIFC_PATH_COST_TRN_MARSH |
3 |
|
AIFC_PATH_COST_PER_FORT_LEVEL |
0.3 |
This multiplier is calculated as: 1.0 + <define>*fort_level (only for fort levels > 0) |
AIFC_PATH_COST_HAS_SUPPLY_HUB |
0.5 |
If the province we're entering has a supply hub |
AIFC_PATH_COST_HAS_NAVAL_BASE |
0.5 |
If the province we're entering has a naval base |
AIFC_PATH_COST_RAILWAY_CONNECTION |
0.75 |
If the provinces are connected by a railway with level > 0 |
RAIDS_ENABLE_AI |
true |
Whether AI should use the raid system |
RAIDS_CREATE_FREQUENCY_DAYS |
7 |
How often will AI run its raid creation logic. Lowering this number may decrease performance. |
RAIDS_SCORE_DIFF_TO_CANCEL |
0.3 |
If already-created low-scoring raids are blocking higher-scoring ones from being created due to command power, this allows the AI to cancel the lower-scoring raids. If `lowerScore < <value>*higherScore`, then the lower-scoring one may be cancelled. A value of 0.0 means it will never allow cancelling lower-scoring raids, while a value of 1.0 means it will always allow cancelling lower-scoring raids. |
RAIDS_COMMAND_POWER_CAP_TO_CREATE |
60 |
The AI will only try to create new raids if the command power cap is at least this. |
RAIDS_MIN_SUCCESS_FOR_LAUNCH |
0.65 |
The AI will not launch a raid if the chance of success is lower than this. Can be overridden per raid type via `ai_min_success_chance`. |
RAIDS_CANCEL_AFTER_DAYS_LAUNCHABLE |
60 |
If a raid has been launchable for more than <this> days but not been launched (e.g. due to bad success chance), the AI will cancel the raid. |
RAIDS_NUKE_TARGET_CUT_OFF |
10 |
When AI selects targets for nukes, only pick from the <x> highest-scoring targets. |
RAIDS_UNIT_SCORE_SUCCESS_CHANCE_FACTOR |
500 |
When AI selects which units to use for raids, multiply the unit success chance modifier with this. |
RAIDS_UNIT_SCORE_DISTANCE_KM_FACTOR |
0.1 |
When AI selects which units to use for raids, multiply the km distance with this. |
RAIDS_AVOID_SAME_TARGET_DURATION_DAYS |
180 |
After a raid is finished/canceled, AI is less likely to raid the same target for this time. |
RAIDS_AVOID_SAME_TARGET_FACTOR |
0.4 |
If AI has already raided (or tried to raid) a target, score of new raids against same target is factored by this |
PATROL_FLEETS_PER_INVASION_REGION_ON_PATH |
2 |
How many STL patrol fleet templates should the AI try to use when generating dominance |
AI_MIN_DOMINANCE_MARGIN |
200 |
When trying to get control of a region, AI will try to exceed the required dominance by at least this amount |
CONVOY_DANGER_FOR_MAX_IMPORTANCE |
400 |
When deciding whether to protect a convoy route, the importance will scale with convoy danger up to this value |
NUM_CONVOYS_FOR_MAX_PROTECTION |
50 |
When deciding whether to protect a convoy route, the importance will scale with the number of convoys up to this value |
CONVOY_RAIDING_TARGET_RECALC_DAYS |
15 |
Each X days, the AI will reevaluate which regions to convoy raid (because enemy convoy usage or trade routes might change) |
STRIKE_FORCE_TARGET_RECALC_DAYS |
5 |
Each X days, the AI will reevaluate which regions to put strike forces in (because patrol coverage will change) |
AI_OBJECTIVE_DEFAULT_TARGET_RECALC_DAYS |
5 |
Each X days, the AI will reevaluate which regions to target for naval missions (this is the default value, but can be overriden by specific objectives, see CONVOY_RAIDING_TARGET_RECALC_DAYS) |
DANGEROUS_ENEMY_ARMY_SIZE |
100 |
If the size of the enemy's army of the attacking country is more than this value, the AI will add naval invasion defense importance |
DANGEROUS_DISTANCE_TO_CAPITAL |
1000 |
Distance in pixels from the target province to capital location where the AI will add the naval invasion defense importance |
NAVAL_STRIKE_FORCE_OBJECTIVE_IMPORTANCE |
{ 0.1875, 0.25, 0, 0, 0.0625, 0, 0, 0.125, 0, 0, 0 } |
ordering of this list is important!
|
MIN_FACTORIES_TO_WANT_TO_IMPORT |
{ 0, 0, 0, 0, 0, 0, 10 } |
minimum number of civilian factories the AI must have to consider importing a resource - per strategic resource. Default 0, array -should- be updated with new resources, or if the order changes.
|
SUGGESTED_NUM_MAX_CARRIERS |
4 |
We don't know exactly how many planes we should use when evaluating AI build so we need a suggested number to start things off. ALso used for task force suggestions list. |