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Merge pull request #8 from CaesarVincens/Alpha-0.8
Alpha 0.8 Release
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1632_RoF/.vscode/settings.json |
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version="0.7.7" | ||
version="0.8.0" | ||
tags={ | ||
"Alternative History" | ||
} | ||
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# Written by Henrik "Groogy" Hansson | ||
# Modified by Daniel "Da9L" Sjöberg | ||
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# befriend | ||
# conquer | ||
# antagonize | ||
# build_ship | ||
# build_army | ||
# unit_ratio | ||
# build_building | ||
# research_tech | ||
# garrison | ||
# protect | ||
# influence | ||
# contain | ||
# area_priority | ||
# Example of strategy for intelligence agency | ||
#example_strategy = { | ||
# | ||
# enable = { | ||
# original_tag = FRA | ||
# } | ||
# | ||
# ai_strategy = { | ||
# type = intelligence_agency_usable_factories | ||
# # no need of id for this one | ||
# value = 10 | ||
# } | ||
# | ||
# ai_strategy = { | ||
# type = intelligence_agency_branch_desire_factor | ||
# id = branch_defense | ||
# value = -50 # -50% on the AI weight | ||
# } | ||
#} | ||
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# example unit buffer strategy. this strategy will make ai buffer/garrison some units in a target area which can be used in orders that is in target areas | ||
# | ||
# ai_strategy = { | ||
# type = put_unit_buffers | ||
# | ||
# # ratio of total armeis in country to be buffered | ||
# ratio = 0.4 | ||
# | ||
# # you can specify an order id. ratio of same orders ids will be share same ratio | ||
# order_id = 2 | ||
# | ||
# # states to put garrison orders (if no state is friendly, strat is invalid) | ||
# states = { | ||
# 125 | ||
# 126 | ||
# 127 | ||
# 128 | ||
# 129 | ||
# 338 | ||
# 123 | ||
# 122 | ||
# } | ||
# | ||
# # ai areas that the orders will use these buffers in | ||
# area = europe | ||
# area = asia | ||
# | ||
# # by default if you have orders in target areas, the buffer will request less units. | ||
# # you can override this to disable the feature | ||
# subtract_invasions_from_need = yes | ||
# subtract_fronts_from_need = yes | ||
# } | ||
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#used for controlling invasion or regular fronts | ||
#ai_strategy = { | ||
# type = front_control | ||
# | ||
# #you can define a target in following ways. you can define more than one | ||
# | ||
# tag = GER # target against a specific country | ||
# state = 42 # target on a state | ||
# strategic_region = 65 # target on a strategic region | ||
# area = europe # target on a specific ai area | ||
# country_trigger = { always = no } # a trigger to check agaisnt a specific country. scope is enemy country from scope is our country | ||
# state_trigger = { always = no } # a trigger to check agaisnt a state. scope is state. from scope is enemy country from.from scope is our country | ||
# | ||
# ratio = 0.0 # the strategy is enabled only if ratio of the front covered by this strat's targets greater than this ratio | ||
# | ||
# priority = 0 # default 0, higher prio strats will override lower | ||
# ordertype = front # front or invasion. if set this strategy will only apply to that specific order type | ||
# execution_type = careful # one of careful balanced rush rush_weak. if set will override the execution type of front (only for front orders) | ||
# execute_order = yes # yes or no. if set will override execute or not decision of front | ||
# manual_attack = yes # default yes. if no ai will not do manual pokes at enemy (only for front orders) | ||
#} | ||
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#used for increasing/decreasing unit requests for invasions or fronts | ||
#ai_strategy = { | ||
# # use one of them | ||
# type = front_unit_request | ||
# type = invasion_unit_request | ||
# | ||
# #invasions will check invasion target, fronts will check provinces at front | ||
# | ||
# tag = GER # province of a specific country | ||
# state = 42 # province on a state | ||
# strategic_region = 65 # province on a strategic region | ||
# area = europe # province on a specific ai area | ||
# country_trigger = { always = no } # a trigger to check agaisnt a specific country. scope is enemy country from scope is our country | ||
# state_trigger = { always = no } # a trigger to check agaisnt a state. scope is state. from scope is enemy country from.from scope is our country | ||
# | ||
# value = 40 # will be added as a factor over regular requests | ||
#} | ||
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# makes ai do an operation | ||
# ai_strategy = { | ||
# type = operative_operation | ||
# operation = operation_id | ||
# value = 900 # score compared to other operations & missions | ||
# operation_target = GER # target | ||
# state = 1 # if specified ai will prefer this states for targeted operations assuming they are valid target | ||
# state = 2 | ||
# region = 1 # if specified ai will prefer this regions for targeted operations assuming they are valid | ||
# region = 2 | ||
# priority = 100 # ai will prefer state/region of the highest prio strategy | ||
# } | ||
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# ai_strategy = { | ||
# type = operative_mission | ||
# mission = build_intel_network # mission token | ||
# value = 800 # score compared to other operations & missions | ||
# mission_target = GER # target | ||
# state = 1 # if specified ai will prefer this states for targeted operations assuming they are valid target | ||
# state = 2 | ||
# priority = 100 # ai will prefer state of the highest prio strategy | ||
# } | ||
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default_unit_production = { | ||
allowed = { | ||
original_tag = POL | ||
} | ||
enable = { | ||
original_tag = POL | ||
} | ||
ai_strategy = { | ||
type = role_ratio | ||
id = infantry | ||
value = 60 | ||
} | ||
ai_strategy = { | ||
type = role_ratio | ||
id = cavalry | ||
value = 40 | ||
} | ||
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ai_strategy = { | ||
type = role_ratio | ||
id = paratroopers | ||
value = 0 | ||
} | ||
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ai_strategy = { | ||
type = role_ratio | ||
id = mountaineers | ||
value = 4 | ||
} | ||
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ai_strategy = { | ||
type = role_ratio | ||
id = marines | ||
value = 0 | ||
} | ||
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ai_strategy = { | ||
type = role_ratio | ||
id = armor | ||
value = 5 | ||
} | ||
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#Air unit factors | ||
ai_strategy = { | ||
type = unit_ratio | ||
id = fighter | ||
value = 80 | ||
} | ||
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ai_strategy = { | ||
type = unit_ratio | ||
id = tactical_bomber | ||
value = 5 | ||
} | ||
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ai_strategy = { | ||
type = unit_ratio | ||
id = strategic_bomber | ||
value = 5 | ||
} | ||
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# Naval unit factors | ||
ai_strategy = { | ||
type = unit_ratio | ||
id = capital_ship | ||
value = 20 | ||
} | ||
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ai_strategy = { | ||
type = unit_ratio | ||
id = submarine | ||
value = 10 | ||
} | ||
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ai_strategy = { | ||
type = unit_ratio | ||
id = screen_ship | ||
value = 30 | ||
} | ||
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ai_strategy = { | ||
type = unit_ratio | ||
id = convoy | ||
value = 15 | ||
} | ||
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ai_strategy = { | ||
type = equipment_production_factor | ||
id = fighter | ||
value = 35 | ||
} | ||
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ai_strategy = { | ||
type = equipment_production_factor | ||
id = infantry | ||
value = 40 | ||
} | ||
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ai_strategy = { | ||
type = equipment_production_factor | ||
id = artillery | ||
value = 25 | ||
} | ||
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} | ||
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