2025-12-10 04:02:20

This commit is contained in:
actions[bot]
2025-12-10 04:02:20 +00:00
parent 2f806f173a
commit c329f70b4f
59 changed files with 1672 additions and 41825 deletions

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@@ -1,7 +1,5 @@
# Written by Henrik "Groogy" Hansson
# Modified by Daniel "Da9L" Sjöberg
default_unit_production = { #If adding country-unique ones, bear in mind that they STACK
default_unit_production = {
# If adding country-unique ones, bear in mind that they STACK unless excluding countries in the enable
enable = {
always = yes
NOT = {
@@ -14,6 +12,9 @@ default_unit_production = { #If adding country-unique ones, bear in mind that th
tag = SOV
original_tag = ITA
original_tag = JAP
original_tag = HUN
original_tag = SIA
original_tag = USA
original_tag = CHY
original_tag = DOH
original_tag = TIX
@@ -30,6 +31,7 @@ default_unit_production = { #If adding country-unique ones, bear in mind that th
}
abort_when_not_enabled = yes
# Land division factors
ai_strategy = {
type = role_ratio
id = paratroopers
@@ -60,7 +62,7 @@ default_unit_production = { #If adding country-unique ones, bear in mind that th
value = 80
}
#Air unit factors
# Air unit factors
ai_strategy = {
type = unit_ratio
id = fighter
@@ -153,9 +155,37 @@ default_unit_production = { #If adding country-unique ones, bear in mind that th
}
}
default_unit_production_super_heavies = {
enable = {
is_major = yes
num_of_military_factories > 150 # nly if we have loads of factories
date > 1943.6.1 # Lets wait until late war
NOT = { has_tech = main_battle_tank_chassis } # Abandon Super heavy projects if we start doing modern tanks instead
NOT = { has_government = democratic } # Let the authoritarian regimes spend money on this
}
abort_when_not_enabled = yes
ai_strategy = {
type = role_ratio
id = super_heavy_breakthrough_role
value = 1
}
}
default_unit_production_land_cruiser = {
enable = {
is_special_project_completed = sp:sp_land_land_cruiser
}
abort_when_not_enabled = yes
ai_strategy = {
type = role_ratio
id = mega_heavy_breakthrough_role
value = 2
}
}
default_role_ratios = {
enable = {
NOT = {
not = {
has_dlc = "Man the Guns"
}
}
@@ -189,7 +219,7 @@ default_role_ratios = {
default_role_ratios = {
enable = {
has_dlc = "Man the Guns"
NOT = {
not = {
OR = {
original_tag = GER
original_tag = ENG
@@ -207,8 +237,8 @@ default_role_ratios = {
original_tag = HUJ
original_tag = BLI
original_tag = SIR
original_tag = DH1
}
}
}
abort_when_not_enabled = yes
@@ -278,21 +308,6 @@ default_surplus_management = {
# If we manage to get all equipment we want, keep producing more stuff according to this
enable = {
always = yes # For now, applies to everyone
NOT = {
OR = {
original_tag = CHY
original_tag = DOH
original_tag = TIX
original_tag = YUW
original_tag = BFL
original_tag = BYG
original_tag = SAD
original_tag = HUJ
original_tag = BLI
original_tag = SIR
}
}
}
abort_when_not_enabled = yes
@@ -338,7 +353,7 @@ bba_air_prod_1 = {
enable = {
always = yes
NOT = { original_tag = GER }
NOT = { original_tag = GER }
NOT = { original_tag = ENG }
NOT = { original_tag = CHY }
NOT = { original_tag = DOH }
@@ -349,7 +364,7 @@ bba_air_prod_1 = {
NOT = { original_tag = SAD }
NOT = { original_tag = HUJ }
NOT = { original_tag = BLI }
NOT = { original_tag = SIR }
NOT = { original_tag = SIR }
}
abort_when_not_enabled = yes
@@ -378,7 +393,7 @@ bba_air_prod_1 = {
id = cas
value = 20 #because doctrine this = 15
}
ai_strategy = {
type = unit_ratio
id = naval_bomber
@@ -439,6 +454,18 @@ bba_air_prod_1 = {
value = 1
}
ai_strategy = {
type = unit_ratio
id = cv_fighter
value = 10
}
ai_strategy = {
type = unit_ratio
id = cv_naval_bomber
value = 10
}
}
bba_support_boosts = {
@@ -672,6 +699,7 @@ default_garrison_production = {
original_tag = FRA
original_tag = JAP
original_tag = ENG
original_tag = SIA
original_tag = CHY
original_tag = DOH
original_tag = TIX
@@ -682,6 +710,7 @@ default_garrison_production = {
original_tag = HUJ
original_tag = BLI
original_tag = SIR
original_tag = DH1
}
ai_wants_divisions > 12 #Massively decreasing the amount of garrison and suppression the AI wants
is_major = yes
@@ -696,13 +725,6 @@ default_garrison_production = {
id = garrison
value = 5
}
# Old garrison system against resistance
# ai_strategy = {
# type = role_ratio
# id = suppression
# value = 2
# }
}
default_mountaineers_production = {
@@ -761,7 +783,6 @@ default_mobile_production = {
original_tag = BLI
original_tag = SIR
}
}
}
abort = {
@@ -821,16 +842,6 @@ slightly_naval_focused_nation = {
tag = ENG
tag = FRA
tag = ITA
tag = CHY
tag = DOH
tag = TIX
tag = YUW
tag = BFL
tag = BYG
tag = SAD
tag = HUJ
tag = BLI
tag = SIR
}
}
abort_when_not_enabled = yes
@@ -866,16 +877,6 @@ more_naval_focused_nation = {
tag = JAP
tag = USA
tag = ENG
tag = CHY
tag = DOH
tag = TIX
tag = YUW
tag = BFL
tag = BYG
tag = SAD
tag = HUJ
tag = BLI
tag = SIR
}
date > "1941.1.1" # Delaying it by a couple of years
}
@@ -995,7 +996,7 @@ default_area_priority_non_africa = {
NOT = { original_tag = ENG }
NOT = { is_subject_of = ENG }
NOT = { capital_scope = { is_on_continent = africa } }
NOT = { original_tag = CHY }
NOT = { original_tag = CHY }
NOT = { original_tag = DOH }
NOT = { original_tag = TIX }
NOT = { original_tag = YUW }
@@ -1191,7 +1192,7 @@ dont_build_capitals_if_on_treaty = {
original_tag = ITA
original_tag = ENG
NOT = { has_idea = MTG_naval_treaty_adherent }
}
}
}
ai_strategy = {
@@ -1223,16 +1224,18 @@ DEFAULT_early_template_design = {
tag = JAP
tag = USA
tag = POL
tag = CHY
tag = DOH
tag = TIX
tag = YUW
tag = BFL
tag = BYG
tag = SAD
tag = HUJ
tag = BLI
tag = SIR
tag = SIA
original_tag = CHY
original_tag = DOH
original_tag = TIX
original_tag = YUW
original_tag = BFL
original_tag = BYG
original_tag = SAD
original_tag = HUJ
original_tag = BLI
original_tag = SIR
original_tag = DH1
}
}
date < 1940.1.1
@@ -1295,16 +1298,17 @@ DEFAULT_midlate_template_design = {
tag = JAP
tag = USA
tag = POL
tag = CHY
tag = DOH
tag = TIX
tag = YUW
tag = BFL
tag = BYG
tag = SAD
tag = HUJ
tag = BLI
tag = SIR
tag = SIA
original_tag = CHY
original_tag = DOH
original_tag = TIX
original_tag = YUW
original_tag = BFL
original_tag = BYG
original_tag = SAD
original_tag = HUJ
original_tag = BLI
original_tag = SIR
}
}
date > 1940.1.1
@@ -1625,6 +1629,297 @@ minors_dont_spy = {
}
}
### SPECIAL PROJECT STRATEGIES
default_build_a_nl_facility = {
enable = {
has_tech = atomic_research
num_of_civilian_factories > 25
num_of_military_factories > 25 # Even if we have the base tech, let's wait until we have some kind of capacity
nuclear_facility < 1 # one is enough
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = nuclear_facility
value = 100
}
}
default_build_a_nav_facility = {
enable = {
num_of_naval_factories > 25 # Only Naval Powers should bother with these unless specifically told to do otherwise
naval_facility < 1 # one is enough
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = naval_facility
value = 100
}
}
# TODO MANU or THOMAS
default_build_a_gun_emplacement = {
enable = {
is_major = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = mega_gun_emplacement
value = 1
}
}
default_build_a_lw_facility = {
enable = {
is_major = yes
num_of_civilian_factories > 40
num_of_military_factories > 40
OR = { # Don't start until we can build decent tanks of some kind
has_tech = improved_light_tank_chassis
has_tech = basic_medium_tank_chassis
has_tech = improved_heavy_tank_chassis
}
land_facility < 1 # one is enough
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = land_facility
value = 1
}
}
default_build_an_air_facility = {
allowed = {
NOT = { original_tag = GER } # Germany uses own strat
}
enable = {
is_major = yes # Minors don't bother until strong enough to be considered major
num_of_military_factories > 40 # We should first build up our military industry
OR = { # Don't start until we can build decent aircraft
has_tech = basic_small_airframe
has_tech = basic_medium_airframe
has_tech = basic_large_airframe
}
air_facility < 1 # one is enough
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = air_facility
value = 1
}
}
default_become_spymaster_major = {
allowed = {
has_dlc = "La Resistance"
}
enable = {
is_major = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_spymaster
value = 30
}
}
default_become_spymaster_minor = {
allowed = {
has_dlc = "La Resistance"
}
enable = {
is_major = no
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_spymaster
value = 2
}
}
default_become_head_of_crypto = {
allowed = {
has_dlc = "No Compromise, No Surrender"
has_dlc = "La Resistance"
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_head_of_crypto
value = 2
}
}
default_become_head_of_operations = {
allowed = {
has_dlc = "No Compromise, No Surrender"
has_dlc = "La Resistance"
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_head_of_operations
value = 2
}
}
default_become_counter_intel = {
allowed = {
has_dlc = "No Compromise, No Surrender"
has_dlc = "La Resistance"
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_head_of_counter_intel
value = 2
}
}
default_become_supreme_commander = {
allowed = {
has_dlc = "No Compromise, No Surrender"
has_dlc = "La Resistance"
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = spent_faction_initiative_priority
id = unlock_faction_commander
value = 2
}
}
default_become_faction_leader = {
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = pp_spend_priority
id = become_faction_leader
value = 100
}
}
default_add_faction_facility = {
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = spent_faction_initiative_priority
id = program
value = 5
}
}
default_unlock_doctrine_sharing = {
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = spent_faction_initiative_priority
id = unlock_doctrine_sharing
value = 10
}
}
default_assign_supportive_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_land
can_assign_supportive_scientist_to_faction = specialization_nuclear
can_assign_supportive_scientist_to_faction = specialization_naval
can_assign_supportive_scientist_to_faction = specialization_naval
}
has_political_power > 74 # mainly to add some time padding for the player to react, and to not spend pp on it if there are cheaper things that we could want to do
}
abort_when_not_enabled = yes
ai_strategy = {
type = pp_spend_priority
id = supportive_scientist
value = 25
}
}
default_recruit_land_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_land
nuclear_facility > 0
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = recruit_scientist
id = specialization_land
value = 100
}
}
default_recruit_nuclear_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_nuclear
nuclear_facility > 0
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = recruit_scientist
id = specialization_nuclear
value = 100
}
}
default_recruit_naval_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_naval
naval_facility > 0
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = recruit_scientist
id = specialization_naval
value = 100
}
}
default_recruit_air_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_air
air_facility > 0
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = recruit_scientist
id = specialization_air
value = 100
}
}
default_produce_some_trucks_for_buffer = {
enable = {
num_of_military_factories > 12
@@ -1643,14 +1938,13 @@ default_produce_some_trucks_for_buffer = {
original_tag = BLI
original_tag = SIR
}
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories
id = motorized
type = equipment_production_min_factories_archetype
id = motorized_equipment
value = 1
}
}
@@ -1758,3 +2052,73 @@ allies_avoid_starting_wars_during_endgame = { #Allies should avoid attacking.. w
value = -400
}
}
we_dont_believe_in_mountain_tanks = {
enable = {
is_historical_focus_on = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = front_armor_score
id = "GRE"
value = -100
}
ai_strategy = {
type = front_armor_score
id = "YUG"
value = -100
}
}
# Build some rockets (simple strats to have a minimum production at least )
if_we_can_build_v1_rockets_we_want_rockets = {
enable = {
is_special_project_completed = sp:sp_rockets_flying_bomb
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories_archetype
id = guided_missile_equipment
value = 1
}
}
if_we_can_build_v2_rockets_we_want_v2_rockets = {
enable = {
is_special_project_completed = sp:sp_rockets_ballistic_missile
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories_archetype
id = ballistic_missile_equipment
value = 1
}
}
if_we_can_build_sams_we_want_sams = {
enable = {
is_special_project_completed = sp:sp_rockets_ground_to_air_missile
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories_archetype
id = sam_missile_equipment
value = 1
}
}
if_we_can_build_nuclear_missiles_we_want_nuclear_missiles = {
enable = {
is_special_project_completed = sp:sp_nuclear_warheads
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories_archetype
id = nuclear_missile_equipment
value = 1
}
}