[HoI2 AoD] Dateien umschreiben.

Ehrenkreuz der HinterbliebenenWillkommens Ribbon
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8 Jahre 4 Monate her #1112813 von chris_1
Bin gerade im AI Ordner Unterwegs und habe folgendes Problem ganz unten steht:

target = { }
core = {



Was bedeutet "Core" ?

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Willkommens Ribbon
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8 Jahre 4 Monate her #1112923 von Guderian
Core heisst, welche Provinz dieser Staat als seine Kernprovinzen anerkennt

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Ehrenkreuz der HinterbliebenenWillkommens Ribbon
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8 Jahre 4 Monate her #1113001 von chris_1
Muß ich denn da etwas eintragen?

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Willkommens Ribbon
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8 Jahre 4 Monate her #1113016 von Guderian
ähhh puh
wenn du in jedem anderer Datei unterwegs wärst auf jeden Fall
bei den Ai-Files bin ich mir nicht ganz sicher, aber ich denke schon, müsste man mal schauen bei ein paar Ländern welche da als core eingetragen sind und mal vergleichen mit der HoI Karte welche Provinzen das denn sind.

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Ehrenkreuz der HinterbliebenenWillkommens Ribbon
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8 Jahre 4 Monate her #1113568 von chris_1
# German mod1934 AI - Readaptada del HoI2 DoomsDay v1.1

switch = no # [yes/no]
max_front_ratio = 1.2
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 90.000
upgrading = 0.10
reinforcement = 0.10
war = 0
strat_redeploy_threshold = 50
max_redeploying = 0.05
exp_force_ratio = 0.0
exp_force_ratios = { }
no_exp_forces_to = { JAP SIA MAN VIC }

flags = {
alemania = 1
grupogra = 1
}

###################################
# Diplomacy
###################################
combat = { }

demand_claims = {
POL
AUS
CZE
}
befriend = {
TIB = 200
SLO = 50
SPA = 20
ITA = 40
SWE = 10
FIN = 20
JAP = 30
POR = 10
TUR = 30
DEN = 80
POR = 50
}
protect = {
TIB = 300
DEN = 80
POR = 80
ROM = 80
BUL = 80
SWE = 80
SCH = 80
AUS = 300
POL = 80
SLO = 80
NOR = 80
ITA = 80
TUR = 80
}
target = {
#Austria
373 = 80 # Lech
377 = 80 # Innsbruck
462 = 80 # Salzburg
461 = 80 # Klagenfurt
465 = 80 # Linz
464 = 80 # Hollabrunn
463 = 80 # Vienna
460 = 80 # Graz

#Czech
472 = 60 # Liberec
471 = 60 # Usti
466 = 60 # Strakonice
467 = 60 # Tabor

#Poland
303 = 50 # Danzig

#Baltic States
206 = 50 # Memel
}
trade = {
cancel_deal_threshold = 2

energy = 2
rare_materials = 10
metal = -1
oil = 7
supplies = -1
money = -1

favored = {
TIB = 170
DEN = 150
POR = 80
SWE = 90
FIN = 70
ROM = 120
ITA = 170
HUN = 40
YUG = 70
SPA = 50
BUL = 40
JAP = 20
CHI = 20
}
embargo = { }
}
tech_sharing = {
favored = {
TIB = 300
DEN = 80
POR = 80
ROM = 120
SLO = 80
BUL = 100
HUN = 100
SPA = 120
YUG = 50
ITA = 150
SWE = 50
FIN = 120
JAP = 150
TUR = 100
}
embargo = {
ENG FRA AST CAN NZL
}
not = { }
prioritized = {

5200 = 100 ## Industria de guerra
5210 = 100 ## Censo de poblacion
5220 = 100 ## Servicio Militar
5230 = 100 ## Reclutado Obligatorio
5240 = 100 ## Gran Movilizacion

1480 = 100 ## Arsenales
1490 = 100 ## Abastecimiento
1500 = 100 ## Concentración
1510 = 100 ## Planificación
1520 = 100 ## Clasificación
1530 = 100 ## Ahorro
1580 = 100 ## Gestión experta

5010 = 100 ## Industria basica
5020 = 100 ## Mejoras industriales
5030 = 100 ## Proces.selectivos
5040 = 100 ## Industria ligera
5050 = 100 ## Bienes de consumo
5060 = 100 ## Industria media
5070 = 100 ## Piezas avanzadas
5080 = 100 ## Industria pesada
5090 = 100 ## Produccion masiva
5250 = 100 ## Planif. produccion
5260 = 100 ## Ejercito Tierra
5270 = 100 ## Especialización
5280 = 100 ## Masificación
5290 = 100 ## Ejercito Mar
5300 = 100 ## Especialización
5310 = 100 ## Masificación
5320 = 100 ## Ejercito Aire
5330 = 100 ## Especialización
5340 = 100 ## Masificación

1400 = 100 ## Motorizada basica
1410 = 100 ## Motorizada media
1420 = 100 ## Motorizada avanzada
1430 = 100 ## Semimoderna

4240 = 100 ## AAP Basico
4250 = 100 ## AAP Medio
4260 = 100 ## AAP Mejorado
4270 = 100 ## AAP Avanzado

2120 = 100 ## Primeros prototipos
2130 = 100 ## 47mm
2140 = 100 ## 75mm
2150 = 100 ## 85mm

2070 = 100 ## Primeros prototipos
2080 = 100 ## 12.7 mm
2090 = 100 ## 20 mm
2100 = 100 ## 37mm
2110 = 100 ## 45mm

3320 = 100 ## Primeros modelos
3330 = 100 ## Costero
3340 = 100 ## Medio Alcanze
3350 = 100 ## Largo Alcanze
3360 = 100 ## Transoceanico
3720 = 100 ## Transoceanico Nuevo modelo

1390 = 100 ## Nuevos prototipos
1440 = 100 ## Mecanizada basica
1450 = 100 ## Media
1460 = 100 ## Avanzada
1470 = 100 ## Semimoderna
}
}
###########################################
############# Inteligencia (espias)
######

###################################
# Construction and Tech Research
###################################
construction = {
max_factor = 0.30

AA_batteries = atwar
max_AA_level = 6
AA_provs = {
76 # Dortmund
67 # Essen
75 # Cologne
74 # Saarbrucken
82 # Kassel
313 # Frankfurt
314 # Suttgart
376 # Munich
311 # Dresden
310 # Leipzig
300 # Berlin
90 # Kiel
296 # Rostock
86 # Hannover
80 # Wilhelmshafen
81 # Munster
66 # Aachen
}

coastal_fort = yes
max_coastal_level = 3
coastal_fort_provs = {
90 # Kiel
}

radar_station = atwar
max_radar = 2
radar_provs = {
67 # Essen
82 # Kassel
80 # Wilhemshafen
300 # Berlin
314 # Stutgart
51 # Brussels
47 # Amsterdam
44 # Lille
56 # Paris
}

air_base = atwar
max_air_base = 3
air_base_provs = {
67 # Essen
}

naval_base = no
max_naval_base = 5
naval_base_provs = { }

land_fort = no
max_land_level = 4
fort_borders = { }
fort_provs = {
74 # Saarburken
314 # Stuttgart
315 # Freiburg
}

nuclear_reactor = yes
max_nuclear = 10
nuclear_reactor_prov = 310

rocket_test = no # yes
max_rocket = 5
rocket_test_prov = 301

ic_at_war = yes
force_ic_until = 1940
ic_end_year = 1941
IC_provs = {
#74 # Saarburken
376 # Munchen
300 # Berlin
75 # Cologne
314 # Stuttgart
86 # Hannover
311 # Dresden
300 # Berlin
312
88
80
296
66
67
302
308
375
374
90
}
}

military = {
relative_build_scheme = no
max_batch_peace = 1000
max_batch_war = 180
max_batch_home_front = 360

#### Divisions etc...
infantry = 10
cavalry = 10
motorized = 0
mechanized = 0
light_armor = 0
armor = 25
paratrooper = 5
marine = 2
bergsjaeger = 13
garrison = 0
hq = 2
militia = 0
#
interceptor = 5
multi_role = 3
cas = 5
strategic_bomber = 0
tactical_bomber = 4
naval_bomber = 3
transport_plane = 5
flying_bomb = 2
flying_rocket = 2
#
battleship = 12
carrier = 3
escort_carrier = 5
destroyer = 30
light_cruiser = 20
heavy_cruiser = 15
battlecruiser = 8
submarine = 10
nuclear_submarine = 0
transports = 5
#

#### Brigades
artillery = 20
sp_artillery = 8
rocket_artillery = 0
sp_rct_artillery = 0
anti_tank = 11
tank_destroyer = 5
light_armor_brigade = 13
heavy_armor = 5
super_heavy_armor = 3
armored_car = 5
anti_air = 6
police = 5
engineer = 5

cag = 100.000
}

technology = {
endgoal = { }
preference = {
3190
3110
3050
3430
3690
3490
3710
3620
3310
3850
3560
3590
3800
3840
3710
3750
1010 ## Subfusil basico
1020 ## Subfusil mejorado
1030 ## Ametralladora basica
1040 ## Ametrallad. mejorada
1050 ## Ametrallad. avanzada
1060 ## Ametrallad. moderna
1070 ## Infanteria
1080 ## Irregular
1090 ## Básica
1100 ## Mejorada
1110 ## Avanzada
1120 ## Semi Profesional
1130 ## Profesional
1140 ## Moderna
1150 ## Especialización
1160 ## Invierno I
1170 ## Invierno II
1220 ## Montaña I
1230 ## Montaña II
1260 ## Caballeria Básica
1270 ## Semi-motorizada I
1280 ## Semi-motorizada II
1290 ## Semi-mecanizada I

1390 ## Nuevos prototipos
1400 ## Motorizada basica
1410 ## Motorizada media
1420 ## Motorizada avanzada
1430 ## Semimoderna
1440 ## Mecanizada basica
1450 ## Media
1460 ## Avanzada
1470 ## Semimoderna
1480 ## Arsenales
1490 ## Abastecimiento
1540 ## Dispersión
1550 ## Pequeños almacenes
1560 ## Vehiculos suministro
1570 ## Respuesta rapida
1580 ## Gestión experta
1590 ## Calidad
1610 ## Primar Mot./Meca
1760 ## Semi-mecanizada II


2010 ## 20mm/47mm
2020 ## 47mm/88mm
2030 ## 88mm/380mm
2040 ## Detonador basico
2050 ## Espoleta de tiempo
2070 ## Primeros prototipos
2080 ## 12.7 mm
2090 ## 20 mm
2100 ## 37mm
2110 ## 45mm
2120 ## Primeros prototipos
2130 ## 47mm
2140 ## 75mm
2150 ## 85mm
2160 ## Primeros prototipos
2170 ## 88mm
2180 ## 128mm
2190 ## 152mm
2200 ## 380mm
2210 ## Primeros prototipos (cazacarros)
2250 ## Primeros prototipos (artilleria anticarro)
2290 ## Primeros prototipos
2340 ## Primeros prototipos
2390 ## Primeros prototipos
2440 ## Primeros prototipos
2490 ## Primeros prototipos
2650 ## Primar velocidad
2720 ## Alta Calidad
2760 ## Más Grosor


3010 ## Primeros Diesel
3020 ## Hasta 21.000 CV
3030 ## Hasta 96.000 CV
3040 ## Hasta 138.000 CV
3060 ## Cañones montados
3070 ## 150mm
3080 ## 203mm
3090 ## 280mm
3100 ## 380mm
3120 ## Buques adaptados
3130 ## 35.000 Tn
3140 ## 38.000 Tn
3150 ## 40.000 Tn
3160 ## 45.000 Tn
3200 ## Costero
3210 ## 700 Tn
3220 ## 1000 Tn
3230 ## 1500 Tn
3240 ## 2100 Tn
3250 ## 3200 Tn
3270 ## Buques adaptados
3280 ## Medio Alcanze
3290 ## Gran Alcanze
3320 ## Primeros modelos
3330 ## Costero
3340 ## Medio Alcanze
3350 ## Largo Alcanze
3360 ## Transoceanico
3370 ## 11.000 Tn
3380 ## 12.000 Tn
3390 ## 13.000 Tn
3400 ## 12.000 Tn +CV
3440 ## 4.000 Tn
3450 ## 5.000 Tn
3460 ## 6.000 Tn
3470 ## 5.000 Tn+CV
3700 ## Aco. de Bolsillo


4030 ## Caza Basico
4040 ## Caza Medio
4050 ## Caza Mejorado
4060 ## Caza Avanzado
4070 ## Caza Semimoderno
4080 ## Reconversión
4090 ## Caz Noct Mejorado
4120 ## Intercept Basico
4130 ## Int. Medio
4140 ## Int. Mejorado
4150 ## Int. Avanzado
4160 ## Int. Semimoderno
4170 ## CazEsc Basico
4180 ## CazEsc Medio
4240 ## AAP Basico
4250 ## AAP Medio
4260 ## AAP Mejorado
4270 ## AAP Avanzado

4320 ## Tact. Basico
4330 ## Tact. Medio
4340 ## Tact. Mejorado
4350 ## Tact. Avanzado
4360 ## Tact.Semimoderno
4420 ## Nav. Basico
4430 ## Nav. Medio
4440 ## Nav. Mejorado
4450 ## Nav. Avanzado
4460 ## Nav. Semimoderno

4560 ## Más Ataque
4590 ## Alcanze


6010 ## Ideas Gran Guerra
6020 ## Bewegunskrieg
6030 ## Gran Dominio
6040 ## Schwerepunkt
6050 ## Paralysis
6060 ## Kesselschlacht
6070 ## Blitzkrieg
6080 ## Kampfgruppen
6140 ## Oper. mecanizadas
6280 ## Principios Básicos
6290 ## Profundidad
6300 ## Fuego cruzado
6310 ## Def. Versátil
6320 ## Def. Elástica
6330 ## Fuego Retirada
6340 ## Demol. Estrategicas
6370 ## Def. Retrasada
6380 ## Contraataque
6390 ## Fuego contrario
6400 ## Resp. Rápida
6410 ## Rotura Contacto
6500 ## I Guerra Mundial
6510 ## Nivel Estrategico
6520 ## Nivel Operacional
6530 ## Nivel Táctico
6550 ## Arte Operacional
6580 ## Truppenführung
6590 ## Auftragstaktik
6640 ## C3I
6650 ## EM Punta Ataque
6680 ## Peq Unidades
6690 ## Einheit
6700 ## Tacticas Infant
6710 ## Iniciat. Oficiales
6730 ## Penetrac-Contact
6740 ## Disparar y Escapar
6750 ## Fuego Covertura
6760 ## Perimetro Defens.
6770 ## Patrullas
6780 ## Recon-Fuego
6790 ## Emboscadas
6800 ## Area de Emboscada


8130 ## Intercept. Comercio
8140 ## Intercept. Rutas
8150 ## Instigar convoys
8160 ## Acciones Distracción
8170 ## Minado maritimo
8180 ## Incursiones Navales
8190 ## Énfasis entrenamiento
8200 ## Flota Combinada
8210 ## Ataque Conjunto
8230 ## Dividir y atacar
8240 ## Flota Submarina
8250 ## Manada de Lobos
8260 ## Apoyo Superficie
8290 ## Anular Flota Enemiga
8300 ## Marina-Ejercito
8390 ## Distracción de Flota
8400 ## Op. Concentradas
8410 ## Grupos de Encuentro
8420 ## Grupos de Tarea
8430 ## Expansión Ultramar
8440 ## Fuerzas Invasión
8450 ## Ataque Bases
8470 ## Fuerzas Auxiliares
8480 ## Defensa Costera
8490 ## Pequeñas Unidades
8500 ## PortAviones Auxil.
8510 ## Superioridad Naval
8520 ## Op.Anfibias Rápidas
8530 ## Fuerzas Concentrad.
8540 ## Protección Nacional
8680 ## Inteligencia Naval
8690 ## Estrategia
8700 ## Operacional
8710 ## Táctica
8720 ## Apoyo Logístico
8740 ## Area Influencia
8750 ## Op.Largas Distancias
8760 ## Naveg. Continua


9020 ## Superioridad Aerea
9030 ## Formación Kette
9040 ## Formación Rotte
9050 ## Formación Schwarm
9060 ## Defensa aerea
9070 ## Soporte Mutuo
9080 ## Vic ZigZag
9090 ## Formación Malan
9100 ## Lufbery
9110 ## Circulo libre
9120 ## Intercept. bombard.
9130 ## Schäge Musik
9140 ## Doce Alto
9150 ## Ataque nocturno
9160 ## Wilde Sau
9170 ## Mattscheibe
9180 ## Uso de bengalas
9190 ## Ataque frontal
9200 ## Abschwung
9210 ## Patrullas aereas
9220 ## Okhotniki
9230 ## Freie Jajd
9240 ## Intrusión

9410 ## Apoyo Táctico
9420 ## Interdicción
9420 ## Interdicción
9430 ## Ataq. Instalaciones
9440 ## Jackpot
9450 ## Chattanooga
9460 ## Patrullas Navales
9470 ## Largo alcance naval
9480 ## Roadstead
9490 ## Apoyo a Tierra
9500 ## Maniobra picado
9510 ## Picar y volar
9520 ## Obj. predefinidos
9530 ## Ataque en blanco
9540 ## Intercept. cercana
9550 ## Hedgehop
9560 ## Hostigamiento
9570 ## Corredores ofensivos
9580 ## Fuerzas combinadas
9590 ## Oper. Profundas
9610 ## Apoyo Nivel Tactico
9620 ## Gestión Batalla
9630 ## Comando y Control
9640 ## Himmelbett


5480 ## Teoria de circuitos
5490 ## Válvulas avanzadas

5110 ## Industria quimica
5350 ## Impulsar mineria

5500 ## Elec. Basica

5530 ## Calculadoras
5510 ## Elec. Media

5660 ## Camino a la guerra

5750 ## Militarista

5210 ## Censo de poblacion
}
ignore = {



9380 ## Vertical Envelopment
9390 ## Operaciones Apoyo
9400 ## Op. Independientes

}

armor = 2
infantry = 3
industry = 3
aircraft = 2
naval = 3
land_doctrines = 3
secret_weapons = 1
air_doctrines = 2
naval_doctrines = 3
}

###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
land_field_marshal =0.04
land_general =0.12
land_lt_general =0.42

sea_grand_admiral =0.02
sea_admiral =0.061
sea_vice_admiral =0.401

air_marshal =0.04
air_general =0.11
air_lt_General =0.31
}
garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 1.0
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0.5
revolt_risk_mult = 0.3

# PRIORITIES:
beach = 0 # Beach level 2
capital = 40 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 50 # The next country targeted for attack by this AI

opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {
VIC = -1
FIN = -1
ITA = -1
SCH = -1
AUS = -1
CZE = 75
POL = 100
YUG = 25
HOL = 5
BEL = 25
DEN = 25
SOV = 25
}
ignore = {

}
province_priorities = {
#Rhine border
313 = 30 #Frankfurt
82 = 30 #Kassel
76 = 30 #Dortmono
67 = 30 #Essen
}
area_multiplier = {
304 = 3.5 # Elbing
510 = 3.5 # Königsberg in order to get a decent build-up before Fall Weiss.
}
}
front = {
recklessness = 2 # 0-3
distrib_vs_ai = even
distrib_vs_human = even

enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6

strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender

frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0



occupied = 0.7
owned = 0.7

jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0

enemy_handicap = {
FRA = 300
BEL = 300
HOL = 300
LUX = 300
}
passivity = {
FRA = 100
BEL = 100
HOL = 100
LUX = 100
}
}
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
min_mission_strength_org = 0.8
icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties
manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties
destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed

# desirability is a multiplier used when calcualting the mission desirability
airsuperioritydesirability = 30.0
groundattackdesirability = 40.0
inderdictiondesirability = 20.0
logisticalstrikedesirability = 2.0
runwaycrateringdesirability = 10.0
strategicstrikedesirability = 10.0
installationstrikedesirability = 5.0
navalstrikedesirability = 15.0
portstrikedesirability = 9.0
convoyraiddesirability = 9.0

# tolerance is the required kill:loss ration expected to do
# mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
airsuperioritylosstolerance = 1.0
groundattacklosstolerance = 1.0
interdictionlosstolerance = 2.0
logisticalstrikelosstolerance = 0.5
runwaycrateringlosstolerance = 1.5
strategicstriketolerance = 4.5
installationstriketolerance = 1.5
navalstriketolerance = 1.0
portstriketolerance = 1.0
convoyraidtolerance = 1.0

# efficency is a tweakable param to adjust according to how
# much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikeefficency = 0.01
runwaycrateringefficency = 0.01
strategicstrikeefficency = 0.01
installationstrikeefficency = 0.01

taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
###################################
# Invasions and Naval
###################################
invasion = {
invasion = yes
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 8.0 #How big a random range. (1.0 = 1%)
coastal = 0.1 #increase to avoid coastal forts more.
beach = 0.1 #higher, avoid worst beaches.
distance = 0.1 #higher = avoid long distance.
max_distance = 5000 #About the distance from Rostock to Narvik
pocket = 5000 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 0.1 #prioritise taking pure islands.
enemy = 2.0 #higher = much more vary of troops in province.
adjacentenemy = 2.0 #higher = much more vary of troops nearby
air_base = 1.5
naval_base = 0.1
air_support = 3.0
redirect = priority
ignore = no
help_allies = no

staging_province = {
579
758
800
1316
1658
}

target = {
1 = 4000
800 = 4000
563 = 4000
4586 = 4000
576 = 4000
586 = 4000
1909 = 4000
4530 = 4000
758 = 4000
889 = 4000
109 = 4000
124 = 4000
125 = 4000
23 = 4000
3030 = 4000
21 = 4000
24 = 4000
3084 = 4000
1348 = 4000
1345 = 4000
1343 = 4000
}
}
admiral = {
min_org = 100 # NEW: Percent of org gained back before the unit can leave port
min_dmg = 98 # NEW: Percent of dmg gained back before the unit can leave port
return_org = 60 # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

min_core_attack_fleets = 2
num_attack_fleets = 6

ignore = {

}
#Which provinces to use as bases..
base = {
90 # Kiel
296 # Rostock
80
210
}
target = { }
core = {

}
}

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