default_unit_production = { # If adding country-unique ones, bear in mind that they STACK unless excluding countries in the enable enable = { always = yes NOT = { OR = { original_tag = GER original_tag = FRA original_tag = CHI original_tag = ENG original_tag = CZE 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 original_tag = YUW original_tag = BFL original_tag = BYG original_tag = SAD original_tag = HUJ original_tag = BLI original_tag = SIR original_tag = DH1 } } } abort_when_not_enabled = yes # Land division factors ai_strategy = { type = role_ratio id = paratroopers value = 0 } ai_strategy = { type = role_ratio id = mountaineers value = 4 } ai_strategy = { type = role_ratio id = marines value = 0 } ai_strategy = { type = role_ratio id = armor value = 2 } ai_strategy = { type = role_ratio id = infantry value = 80 } # Air unit factors ai_strategy = { type = unit_ratio id = fighter value = 80 } ai_strategy = { type = unit_ratio id = cas value = 10 } ai_strategy = { type = unit_ratio id = tactical_bomber value = 10 } ai_strategy = { type = unit_ratio id = strategic_bomber value = 5 } ai_strategy = { type = unit_ratio id = naval_bomber value = 10 } ai_strategy = { type = equipment_production_factor id = heavy_fighter value = -40 #Just build a few slowly } ai_strategy = { type = unit_ratio id = heavy_fighter value = 20 } # Naval unit factors ai_strategy = { type = unit_ratio id = capital_ship value = 10 } ai_strategy = { type = unit_ratio id = submarine value = 10 } ai_strategy = { type = unit_ratio id = screen_ship value = 40 } ai_strategy = { type = unit_ratio id = convoy value = 15 } ai_strategy = { type = equipment_production_min_factories id = convoy value = 1 } ai_strategy = { type = equipment_production_factor id = fighter value = 35 } ai_strategy = { type = equipment_production_factor id = infantry value = 40 } ai_strategy = { type = equipment_production_factor id = artillery value = 25 } } 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 = { has_dlc = "Man the Guns" } } abort_when_not_enabled = yes ai_strategy = { type = role_ratio id = naval_capital value = 100 } ai_strategy = { type = role_ratio id = naval_carrier value = 100 } ai_strategy = { type = role_ratio id = naval_sub value = 100 } ai_strategy = { type = role_ratio id = naval_screen value = 100 } } default_role_ratios = { enable = { has_dlc = "Man the Guns" not = { OR = { original_tag = GER original_tag = ENG original_tag = USA original_tag = JAP original_tag = SOV original_tag = ITA 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 } } } abort_when_not_enabled = yes ai_strategy = { type = role_ratio id = naval_capital_bb value = -80 } ai_strategy = { type = role_ratio id = naval_capital_bc value = -20 } ai_strategy = { type = role_ratio id = naval_carrier value = -70 } ai_strategy = { type = role_ratio id = naval_submarine value = 100 } ai_strategy = { type = role_ratio id = naval_screen value = 65 } ai_strategy = { type = role_ratio id = naval_escort value = 35 } ai_strategy = { type = role_ratio id = naval_cruiser_light value = 25 } ai_strategy = { type = role_ratio id = naval_cruiser_heavy value = 20 } ai_strategy = { type = role_ratio id = naval_mine_sweeper value = 15 } ai_strategy = { type = role_ratio id = naval_mine_layer value = 20 } } 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 } abort_when_not_enabled = yes ai_strategy = { type = equipment_production_surplus_management id = infantry_equipment value = 10 } ai_strategy = { type = equipment_production_surplus_management id = support_equipment value = 5 } ai_strategy = { type = equipment_production_surplus_management id = artillery_equipment value = 5 } ai_strategy = { # Potentially move into a "specialization" strategy type = equipment_production_surplus_management id = anti_air_equipment value = 3 } ai_strategy = { # Potentially move into a "specialization" strategy type = equipment_production_surplus_management id = anti_tank_equipment value = 2 } ai_strategy = { type = equipment_production_surplus_management id = convoy value = 5 } } bba_air_prod_1 = { # TODO BFW: this was moved from germany's strats enable = { always = yes NOT = { original_tag = GER } NOT = { original_tag = ENG } NOT = { original_tag = CHY } NOT = { original_tag = DOH } NOT = { original_tag = TIX } NOT = { original_tag = YUW } NOT = { original_tag = BFL } NOT = { original_tag = BYG } NOT = { original_tag = SAD } NOT = { original_tag = HUJ } NOT = { original_tag = BLI } NOT = { original_tag = SIR } } abort_when_not_enabled = yes #Air unit factors ai_strategy = { type = unit_ratio id = fighter value = 200 } ai_strategy = { type = equipment_production_factor id = fighter value = 10 } ai_strategy = { type = equipment_production_min_factories id = fighter value = 1 } ai_strategy = { type = unit_ratio id = cas value = 20 #because doctrine this = 15 } ai_strategy = { type = unit_ratio id = naval_bomber value = 5 } ai_strategy = { type = unit_ratio id = tactical_bomber value = 10 } ai_strategy = { type = equipment_production_factor id = tactical_bomber value = 5 } ai_strategy = { type = unit_ratio id = strategic_bomber value = 5 } ai_strategy = { type = equipment_production_factor id = cas value = 10 } ai_strategy = { type = equipment_production_min_factories id = cas value = 0 } ai_strategy = { type = equipment_production_factor id = strategic_bomber value = 1 } ai_strategy = { type = equipment_variant_production_factor id = large_plane_airframe value = 0 } ai_strategy = { type = equipment_production_factor id = heavy_fighter value = 1 } ai_strategy = { type = unit_ratio id = heavy_fighter 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 = { enable = { is_historical_focus_on = yes date < 1939.1.1 } abort_when_not_enabled = yes ai_strategy = { type = equipment_variant_production_factor id = support_equipment value = 15 } } convoy_voy_voy_voy = { enable = { has_dlc = "Man the Guns" convoy_threat > 0.2 } abort = { convoy_threat < 0.2 } ai_strategy = { type = role_ratio id = naval_cruiser_light value = -20 } ai_strategy = { type = role_ratio id = naval_escort value = 25 } ai_strategy = { type = role_ratio id = naval_mine_layer value = -10 } ai_strategy = { type = unit_ratio id = screen_ship value = 30 } ai_strategy = { type = unit_ratio id = capital_ship value = -10 } ai_strategy = { type = unit_ratio id = convoy value = 50 } } ill_show_you_mine = { enable = { has_dlc = "Man the Guns" mine_threat > 0.2 } abort = { mine_threat < 0.2 } ai_strategy = { type = role_ratio id = naval_cruiser_heavy value = -20 } ai_strategy = { type = role_ratio id = naval_mine_sweeper value = 25 } ai_strategy = { type = role_ratio id = naval_mine_layer value = -10 } } ill_show_you_mine_2 = { enable = { has_dlc = "Man the Guns" mine_threat > 0.5 } abort = { mine_threat < 0.5 } ai_strategy = { type = role_ratio id = naval_cruiser_light value = -20 } ai_strategy = { type = role_ratio id = naval_mine_sweeper value = 25 } ai_strategy = { type = role_ratio id = naval_mine_layer value = -10 } } default_pp_spend_amount = { enable = { always = yes } abort_when_not_enabled = yes ai_strategy = { type = pp_spend_amount id = idea value = 100 } ai_strategy = { type = pp_spend_amount id = decision value = 100 } } default_paratroopers_production = { enable = { NOT = { original_tag = GER } ai_wants_divisions > 12 #Massively decreasing the amount of paratroopers the AI wants } abort = { ai_wants_divisions < 13 #Massively decreasing the amount of paratroopers the AI wants } ai_strategy = { type = role_ratio id = paratroopers value = 0 } } default_major_SF_para = { enable = { is_major = yes has_tech = special_forces_paratroopers 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 ai_strategy = { type = role_ratio id = paratroopers value = 4 } } default_major_SF_marines = { enable = { is_major = yes has_tech = special_forces_marines 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 ai_strategy = { type = role_ratio id = marines value = 2 } } build_patrol_bombers = { enable = { has_dlc = "By Blood Alone" has_navy_size = { size > 1 } } abort_when_not_enabled = yes ai_strategy = { type = unit_ratio id = maritime_patrol_plane value = 2 } } default_garrison_production = { enable = { NOT = { original_tag = GER original_tag = SOV original_tag = USA original_tag = CHI original_tag = FRA original_tag = JAP original_tag = ENG original_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 } ai_wants_divisions > 12 #Massively decreasing the amount of garrison and suppression the AI wants is_major = yes } abort = { ai_wants_divisions < 13 #Massively decreasing the amount of garrison and suppression the AI wants is_major = no } ai_strategy = { type = role_ratio id = garrison value = 5 } } default_mountaineers_production = { enable = { NOT = { original_tag = GER } ai_wants_divisions > 11 #Decreasing the amount of mountaineers the AI wants } abort = { ai_wants_divisions < 12 #Decreasing the amount of mountaineers the AI wants } ai_strategy = { type = role_ratio id = mountaineers value = 3 } } #default_marines_production = { # enable = { # NOT = { original_tag = GER } # ai_wants_divisions > 49 # } # abort = { # ai_wants_divisions < 50 # } # # ai_strategy = { # type = role_ratio # id = marines # value = 0 # } # # #ai_strategy = { # # type = role_ratio # # id = infantry # # value = 0 # #} #} default_mobile_production = { enable = { NOT = { original_tag = GER } ai_wants_divisions > 11 has_tech = motorised_infantry 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 = { ai_wants_divisions < 12 } ai_strategy = { type = role_ratio id = mobile value = 2 } } default_armored_production = { enable = { NOT = { OR = { original_tag = GER original_tag = CZE original_tag = SOV } } ai_wants_divisions > 49 } abort = { ai_wants_divisions < 50 } ai_strategy = { type = role_ratio id = armor value = 2 } } highered_armored_production = { enable = { NOT = { original_tag = GER } num_of_military_factories > 69 } abort = { num_of_military_factories < 70 } ai_strategy = { type = role_ratio id = armor value = 5 } } slightly_naval_focused_nation = { enable = { OR = { tag = JAP tag = USA tag = ENG tag = FRA tag = ITA } } abort_when_not_enabled = yes ai_strategy = { type = unit_ratio id = capital_ship value = 1 } ai_strategy = { type = unit_ratio id = submarine value = 1 } ai_strategy = { type = unit_ratio id = screen_ship value = 1 } ai_strategy = { type = unit_ratio id = convoy value = 1 } } more_naval_focused_nation = { enable = { OR = { tag = JAP tag = USA tag = ENG } date > "1941.1.1" # Delaying it by a couple of years } abort_when_not_enabled = yes ai_strategy = { type = unit_ratio id = capital_ship value = 2 #1 to 2 } ai_strategy = { type = unit_ratio id = submarine value = 1 } ai_strategy = { type = unit_ratio id = screen_ship value = 1 } ai_strategy = { type = unit_ratio id = convoy value = 1 } } default_area_priority = { enable = { NOT = { original_tag = GER } NOT = { original_tag = FRA } NOT = { original_tag = JAP } NOT = { original_tag = CHY } NOT = { original_tag = DOH } NOT = { original_tag = TIX } NOT = { original_tag = YUW } NOT = { original_tag = BFL } NOT = { original_tag = BYG } NOT = { original_tag = SAD } NOT = { original_tag = HUJ } NOT = { original_tag = BLI } NOT = { original_tag = SIR } } abort_when_not_enabled = yes ai_strategy = { type = area_priority id = europe value = 100 } ai_strategy = { type = area_priority id = scandinavia value = 0 } ai_strategy = { type = area_priority id = north_america value = 100 } ai_strategy = { type = area_priority id = south_america value = 40 } ai_strategy = { type = area_priority id = asia value = 75 } ai_strategy = { type = area_priority id = middle_east value = 50 } ai_strategy = { type = area_priority id = africa value = 10 } ai_strategy = { type = area_priority id = suez value = 50 } ai_strategy = { type = area_priority id = pacific value = 50 } ai_strategy = { type = area_priority id = oceania value = 75 } } default_area_priority_non_africa = { enable = { NOT = { original_tag = ITA } NOT = { original_tag = FRA } NOT = { original_tag = USA } NOT = { original_tag = ENG } NOT = { is_subject_of = ENG } NOT = { capital_scope = { is_on_continent = africa } } NOT = { original_tag = CHY } NOT = { original_tag = DOH } NOT = { original_tag = TIX } NOT = { original_tag = YUW } NOT = { original_tag = BFL } NOT = { original_tag = BYG } NOT = { original_tag = SAD } NOT = { original_tag = HUJ } NOT = { original_tag = BLI } NOT = { original_tag = SIR } } abort_when_not_enabled = yes ai_strategy = { type = area_priority id = africa value = -70 } ai_strategy = { type = area_priority id = suez value = -40 } } default_railway_gun_management = { enable = { num_divisions > 150 is_major = yes has_dlc = "No Step Back" } abort = { num_divisions < 120 } ai_strategy = { # This will add the specified value to the RAILWAY_GUN_PRODUCTION_BASE_DIVISIONS_RATIO_PERCENT define and use that as the desired railway guns / divisions ratio (in %) type = railway_gun_divisions_ratio value = 4 } } default_stockpile_management = { enable = { num_divisions > 150 } abort = { num_divisions < 130 } ai_strategy = { type = equipment_stockpile_surplus_ratio value = 35 # add this to default PRODUCTION_EQUIPMENT_SURPLUS_FACTOR } } default_market_stockpile_management = { enable = { always = yes # NOT = { original_tag = GER } # commented until actually needs override } abort_when_not_enabled = yes # Hold your trains there, partner ai_strategy = { type = equipment_market_for_sale_threshold id = train value = 20 # only start considering selling trains if surplus more than 20 } ai_strategy = { type = equipment_market_min_for_sale id = train value = 5 # only put up for sale in chunks of 5 } ai_strategy = { type = equipment_market_for_sale_factor id = train value = -50 # put fewer trains up for sale } # Better not put all your boats up for sail # ai_strategy = { # Commented because handled dynamically in code through the EQUIPMENT_MARKET_WANTED_CONVOY_USAGE_RATIO define # type = equipment_market_for_sale_threshold # id = convoy # value = 100 # only start considering selling convoys if surplus more than 100 # } ai_strategy = { type = equipment_market_min_for_sale id = convoy value = 20 # only put up for sale in chunks of 20 } # Don't let all your planes just fly out the window. # Only sell planes if we have more than one airwing in surplus. ai_strategy = { type = equipment_market_for_sale_threshold id = fighter value = 100 } ai_strategy = { type = equipment_market_for_sale_threshold id = cas value = 100 } ai_strategy = { type = equipment_market_for_sale_threshold id = cv_fighter value = 100 } ai_strategy = { type = equipment_market_for_sale_threshold id = cv_cas value = 100 } ai_strategy = { type = equipment_market_for_sale_threshold id = tactical_bomber value = 100 } ai_strategy = { type = equipment_market_for_sale_threshold id = strategic_bomber value = 100 } } default_market_stockpile_management_if_at_war = { enable = { has_war = yes # something something preparing for war? # NOT = { original_tag = GER } # commented until actually needs override } abort_when_not_enabled = yes # Don't sell stuff that we need for the war ai_strategy = { type = equipment_market_for_sale_threshold id = infantry value = 20000 } ai_strategy = { type = equipment_market_for_sale_threshold id = support value = 6000 } ai_strategy = { type = equipment_market_for_sale_threshold id = artillery value = 1000 } ai_strategy = { type = equipment_market_for_sale_threshold id = fighter value = 200 } ai_strategy = { type = equipment_market_for_sale_threshold id = motorized value = 1000 } ai_strategy = { type = equipment_market_for_sale_threshold id = train value = 50 } ai_strategy = { type = equipment_market_for_sale_threshold id = convoy value = 50 } } default_market_convoy_purchases = { enable = { naval_base > 0 # not land-locked } abort_when_not_enabled = yes ai_strategy = { type = equipment_market_buying_threshold id = convoy value = 30 # Consider buying if we have too few (less than 30) convoys. Also interacts with the EQUIPMENT_MARKET_WANTED_CONVOY_USAGE_RATIO define. } } dont_build_capitals_if_on_treaty = { enable = { has_idea = MTG_naval_treaty_adherent } abort = { OR = { original_tag = ITA original_tag = ENG NOT = { has_idea = MTG_naval_treaty_adherent } } } ai_strategy = { type = unit_ratio id = capital_ship value = -2 #1 to 2 } ai_strategy = { type = role_ratio id = naval_capital_bb value = -100 } ai_strategy = { type = role_ratio id = naval_capital_bc value = -100 } } DEFAULT_early_template_design = { enable = { NOT = { OR = { tag = GER tag = ENG tag = SOV tag = ITA tag = JAP tag = USA tag = POL 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 } abort = { date > 1940.1.1 } ai_strategy = { type = template_prio id = motorized value = 10 } ai_strategy = { type = template_prio id = cavalry value = -100 } ai_strategy = { type = template_prio id = light_armor value = 50 } ai_strategy = { type = template_prio id = medium_armor value = -10 } ai_strategy = { type = template_prio id = heavy_armor value = -50 } ai_strategy = { type = template_prio id = paratroopers value = -50 } ai_strategy = { type = template_prio id = infantry value = 60 } } DEFAULT_midlate_template_design = { enable = { NOT = { OR = { tag = GER tag = ENG tag = SOV tag = ITA tag = JAP tag = USA tag = POL 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 } abort_when_not_enabled = yes ai_strategy = { type = template_prio id = mechanized value = 10 } ai_strategy = { type = template_prio id = cavalry value = -100 } ai_strategy = { type = template_prio id = light_armor value = 10 } ai_strategy = { type = template_prio id = medium_armor value = 20 } ai_strategy = { type = template_prio id = modern_armor value = 50 } ai_strategy = { type = template_prio id = heavy_armor value = 10 } ai_strategy = { type = template_prio id = paratroopers value = -50 } ai_strategy = { type = template_prio id = infantry value = 10 } } save_admiral_pp_for_later = { enable = { has_war = no threat < 0.3 has_political_power < 200 } abort = { OR = { has_war = yes threat > 0.3 has_political_power > 200 } } ai_strategy = { # dont burn PP on admirals (can still get free ones) type = pp_spend_priority id = admiral value = -100 } } do_not_waste_pp_if_saving_for_manpower_laws = { enable = { manpower_per_military_factory < 500 has_war = yes } abort = { OR = { manpower_per_military_factory > 500 has_war = no AND = { original_tag = ETH is_government_in_exile = yes } } } ai_strategy = { type = pp_spend_priority id = relation value = -9999 } ai_strategy = { type = pp_spend_priority id = guarantee value = -9999 } } build_intelligence_agency_as_major = { enable = { is_major = yes OR = { has_war = yes date > 1938.1.1 } } abort_when_not_enabled = yes ai_strategy = { type = intelligence_agency_usable_factories value = 5 } } build_intelligence_agency = { enable = { date > 1940.1.1 has_war = no num_of_civilian_factories > 25 } abort = { OR = { has_war = yes num_of_civilian_factories < 25 } } ai_strategy = { type = intelligence_agency_usable_factories value = 5 } } upgrade_intelligence_agency = { enable = { date > 1940.1.1 num_of_civilian_factories > 50 } abort = { OR = { num_of_civilian_factories < 40 } } ai_strategy = { type = intelligence_agency_usable_factories value = 5 } } upgrade_intelligence_agency_as_spy_master = { enable = { is_spymaster = yes OR = { has_war = no num_of_civilian_factories > 50 } } abort = { is_spymaster = no num_of_civilian_factories < 40 } ai_strategy = { type = intelligence_agency_usable_factories value = 10 } } add_intelligence_agency_normal_upgrade_prio = { enable = { always = yes } abort_when_not_enabled = yes ai_strategy = { type = intelligence_agency_branch_desire_factor id = branch_intelligence value = 1000 } ai_strategy = { type = intelligence_agency_branch_desire_factor id = branch_defense value = 1000 } ai_strategy = { type = intelligence_agency_branch_desire_factor id = branch_operation value = 500 } ai_strategy = { type = intelligence_agency_branch_desire_factor id = branch_operative value = 100 } ai_strategy = { type = intelligence_agency_branch_desire_factor id = branch_crypto value = 2000 } } ask_foreign_manpower_as_major = { enable = { is_major = yes garrison_manpower_need > 200000 } abort = { garrison_manpower_need < 100000 } ai_strategy = { type = asking_foreign_garrison value = 100 # id = ITA # id is optionnal. If it is filled, the value will just apply for this country. If not, the value will apply for all countries. } } more_upgrades_as_spymaster = { enable = { is_spymaster = yes } abort = { is_spymaster = no } ai_strategy = { type = agency_ai_base_num_factories_factor value = -50 # -50% on the define } ai_strategy = { type = agency_ai_per_upgrade_factories_factor value = -25 # -25% on the define } } put_garrisons_on_high_prio = { enable = { always = yes } abort_when_not_enabled = yes ai_strategy = { type = garrison_reinforcement_priority value = 100 # positive is high prio, negative is low prio } } default_spyplanes_production = { enable = { OR = { has_tech = scout_plane1 has_tech = photo_reconnaisance } is_major = yes #OR = { # has_equipment = { # scout_plane_equipment > 50 # } # has_deployed_air_force_size = { # size > 50 # type = scout_plane # } #} } abort_when_not_enabled = yes ai_strategy = { type = unit_ratio id = scout_plane value = -99 } ai_strategy = { type = equipment_production_factor id = scout_plane value = -99 } ai_strategy = { type = equipment_production_min_factories id = scout_plane value = 1 } } minors_dont_spy = { enable = { OR = { has_tech = scout_plane1 has_tech = photo_reconnaisance } is_major = no } abort_when_not_enabled = yes ai_strategy = { type = unit_ratio id = scout_plane value = -10 } } ### 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 has_tech = tech_trucks has_equipment = { motorized_equipment < 3000 } 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 ai_strategy = { type = equipment_production_min_factories_archetype id = motorized_equipment value = 1 } } default_produce_floating_harbors = { enable = { is_historical_focus_on = no has_war = yes num_of_naval_factories > 25 num_of_military_factories > 40 # floating harbors are used for invasions. Why do large invasions if you don't have the industrial capacity? } abort_when_not_enabled = yes ai_strategy = { type = unit_ratio id = floating_harbor # for floating harbors, 'unit_ratio' is actually not a ratio but an absolute desired number value = 10 } } ### comintern_avoid_starting_wars_during_endgame = { #Sov should avoid attacking allies while ww2 is still going on allowed = { OR = { original_tag = SOV is_in_faction_with = SOV } } enable = { is_historical_focus_on = yes SOV = { has_government = communism } OR = { USA = { has_capitulated = no has_war_with = JAP } ENG = { has_capitulated = no has_war_with = JAP } } date > 1943.1.1 date < 1945.1.1 } abort_when_not_enabled = yes ai_strategy = { type = avoid_starting_wars value = -400 } ai_strategy = { type = conquer id = POL value = -400 #REALLY dont try and conquer poland } ai_strategy = { type = befriend id = "POL" value = 200 } ai_strategy = { type = conquer id = JAP value = 400 #These values offset each other. Basically we won't start wars with anyone except for japan while this strategy is active } ai_strategy = { type = conquer id = FIN value = 400 #These values offset each other. Basically we won't start wars with anyone except for finland while this strategy is active } ai_strategy = { type = conquer id = PER value = 400 #These values offset each other. Basically we won't start wars with anyone except for iran while this strategy is active } } allies_avoid_starting_wars_during_endgame = { #Allies should avoid attacking.. well, anyone while ww2 is in endgame allowed = { OR = { tag = ENG is_in_faction_with = ENG } } enable = { is_historical_focus_on = yes ENG = { has_government = democratic } OR = { tag = ENG is_in_faction_with = ENG } has_war_with = JAP JAP = { has_government = fascism #Just to make sure we're not looking at a puppet or sth } date > 1943.1.1 date < 1945.1.1 } abort_when_not_enabled = yes ai_strategy = { type = avoid_starting_wars 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 } }