HUN_unit_production_early = { allowed = { original_tag = HUN } enable = { date < 1940.1.1 } abort_when_not_enabled = yes ### Land unit factors ### ai_strategy = { type = role_ratio id = paratroopers value = 0 } ai_strategy = { type = role_ratio id = mountaineers value = 2 } ai_strategy = { type = role_ratio id = marines value = 0 } ai_strategy = { type = role_ratio id = garrison value = 3 } ai_strategy = { type = role_ratio id = armor value = 2 } ai_strategy = { type = role_ratio id = mobile value = 15 } ai_strategy = { type = role_ratio id = infantry value = 80 } ### Air unit factors ### ai_strategy = { type = unit_ratio id = fighter value = 70 } ai_strategy = { type = unit_ratio id = cas value = 20 } 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 = 5 } 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 } ### Equipment production ### 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 } } HUN_unit_production_mid = { allowed = { original_tag = HUN } enable = { date > 1940.1.1 date < 1943.1.1 } abort_when_not_enabled = yes ### Land unit factors ### ai_strategy = { type = role_ratio id = paratroopers value = 0 } ai_strategy = { type = role_ratio id = mountaineers value = 2 } ai_strategy = { type = role_ratio id = marines value = 0 } ai_strategy = { type = role_ratio id = garrison value = 3 } ai_strategy = { type = role_ratio id = armor value = 20 } ai_strategy = { type = role_ratio id = mobile value = 10 } ai_strategy = { type = role_ratio id = infantry value = 70 } ### Air unit factors ### ai_strategy = { type = unit_ratio id = fighter value = 70 } ai_strategy = { type = unit_ratio id = cas value = 20 } 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 = 5 } 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 } ### Equipment production ### 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 } } HUN_unit_production_late = { allowed = { original_tag = HUN } enable = { date > 1943.1.1 } abort_when_not_enabled = yes ### Land unit factors ### ai_strategy = { type = role_ratio id = paratroopers value = 0 } ai_strategy = { type = role_ratio id = mountaineers value = 2 } ai_strategy = { type = role_ratio id = marines value = 0 } ai_strategy = { type = role_ratio id = garrison value = 3 } ai_strategy = { type = role_ratio id = armor value = 20 } ai_strategy = { type = role_ratio id = mobile value = 15 } ai_strategy = { type = role_ratio id = infantry value = 70 } ### Air unit factors ### ai_strategy = { type = unit_ratio id = fighter value = 70 } ai_strategy = { type = unit_ratio id = cas value = 20 } 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 = 5 } 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 } ### Equipment production ### 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 } } HUN_research_early = { allowed = { original_tag = HUN } enable = { always = yes } abort_when_not_enabled = yes ai_strategy = { type = research_weight_factor id = interwar_artillery value = 250 } ai_strategy = { type = research_weight_factor id = artillery1 value = 250 } ai_strategy = { type = research_weight_factor id = basic_small_airframe value = 250 } ai_strategy = { type = research_weight_factor id = engines_2 value = 250 } ai_strategy = { type = research_weight_factor id = basic_medium_tank_chassis value = 500 } ai_strategy = { type = research_weight_factor id = support_weapons value = 100 } ai_strategy = { type = research_weight_factor id = support_weapons2 value = 150 } ai_strategy = { type = research_weight_factor id = infantry_weapons2 value = 150 } ai_strategy = { type = research_weight_factor id = improved_infantry_weapons value = 150 } ai_strategy = { type = research_weight_factor id = motorised_infantry value = 1000 } ai_strategy = { type = research_weight_factor id = tech_recon value = 150 } ai_strategy = { type = research_weight_factor id = tech_engineers value = 150 } # And then down-prio a few things... ai_strategy = { type = research_weight_factor id = air_torpedoe_1 value = -500 } } HUN_research_mid = { allowed = { original_tag = HUN } enable = { date > 1940.1.1 } abort_when_not_enabled = yes ai_strategy = { type = research_weight_factor id = antiair1 value = 250 } ai_strategy = { type = research_weight_factor id = antiair2 value = 250 } ai_strategy = { type = research_weight_factor id = antitank1 value = 250 } ai_strategy = { type = research_weight_factor id = antitank2 value = 250 } ai_strategy = { type = research_weight_factor id = artillery2 value = 250 } ai_strategy = { type = research_weight_factor id = artillery3 value = 250 } ai_strategy = { type = research_weight_factor id = artillery4 value = 250 } ai_strategy = { type = research_weight_factor id = improved_small_airframe value = 250 } ai_strategy = { type = research_weight_factor id = engines_3 value = 250 } ai_strategy = { type = research_weight_factor id = aa_hmg value = 250 } ai_strategy = { type = research_weight_factor id = aa_cannon_1 value = 250 } ai_strategy = { type = research_weight_factor id = improved_medium_tank_chassis value = 250 } ai_strategy = { type = research_weight_factor id = improved_light_tank_chassis value = 250 } ai_strategy = { type = research_weight_factor id = improved_infantry_weapons_2 value = 150 } ai_strategy = { type = research_weight_factor id = advanced_infantry_weapons value = 150 } ai_strategy = { type = research_weight_factor id = support_weapons3 value = 150 } ai_strategy = { type = research_weight_factor id = support_weapons4 value = 150 } ai_strategy = { type = research_weight_factor id = tech_maintenance_company value = 150 } ai_strategy = { type = research_weight_factor id = tech_maintenance_company value = 150 } } HUN_research_late = { allowed = { original_tag = HUN } enable = { date > 1943.1.1 } abort_when_not_enabled = yes ai_strategy = { type = research_weight_factor id = antiair2 value = 250 } ai_strategy = { type = research_weight_factor id = antiair3 value = 250 } ai_strategy = { type = research_weight_factor id = antiair4 value = 250 } ai_strategy = { type = research_weight_factor id = antitank2 value = 250 } ai_strategy = { type = research_weight_factor id = antitank3 value = 250 } ai_strategy = { type = research_weight_factor id = antitank4 value = 250 } ai_strategy = { type = research_weight_factor id = artillery4 value = 250 } ai_strategy = { type = research_weight_factor id = advanced_small_airframe value = 250 } ai_strategy = { type = research_weight_factor id = engines_4 value = 250 } ai_strategy = { type = research_weight_factor id = aa_cannon_2 value = 250 } ai_strategy = { type = research_weight_factor id = advanced_medium_tank_chassis value = 250 } ai_strategy = { type = research_weight_factor id = improved_light_tank_chassis value = 250 } ai_strategy = { type = research_weight_factor id = mechanised_infantry value = 250 } ai_strategy = { type = research_weight_factor id = improved_infantry_weapons_2 value = 150 } ai_strategy = { type = research_weight_factor id = advanced_infantry_weapons value = 150 } ai_strategy = { type = research_weight_factor id = support_weapons4 value = 150 } ai_strategy = { type = research_weight_factor id = infantry_at value = 150 } ai_strategy = { type = research_weight_factor id = tech_field_hospital value = 150 } ai_strategy = { type = research_weight_factor id = tech_logistics_company value = 150 } } HUN_build_up_army = { allowed = { original_tag = HUN } enable = { has_completed_focus = wuw_HUN_secret_rearmament } abort = { has_war = yes # Return back to dynamic behavior when we end up at war } ai_strategy = { type = ai_wanted_divisions_factor value = 240 } } germany_ally_1 = { allowed = { original_tag = HUN } enable = { has_country_flag = GER_second_vienna_award_HUN_north country_exists = GER } abort = { NOT = { country_exists = GER } } ai_strategy = { type = befriend id = "GER" value = 100 } ai_strategy = { type = alliance id = "GER" value = 100 } } germany_dont_ally_historical = { allowed = { original_tag = HUN } enable = { is_historical_focus_on = yes country_exists = GER } abort = { is_in_faction_with = GER #got here somehow, might as well stay } ai_strategy = { type = alliance id = "GER" value = -200 } } germany_ally_2 = { allowed = { original_tag = HUN } enable = { has_country_flag = GER_second_vienna_award_HUN_all country_exists = GER } abort = { NOT = { country_exists = GER } } ai_strategy = { type = befriend id = "GER" value = 200 } ai_strategy = { type = alliance id = "GER" value = 200 } } germany_jerk = { allowed = { original_tag = HUN } enable = { has_country_flag = GER_second_vienna_award_noland country_exists = GER } abort = { NOT = { country_exists = GER } } ai_strategy = { type = befriend id = "GER" value = -200 } ai_strategy = { type = alliance id = "GER" value = -200 } } germany_kaiser = { allowed = { original_tag = HUN } enable = { has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary GER = { OR = { has_completed_focus = GER_oppose_hitler_ww has_completed_focus = GER_oppose_hitler } has_government = neutrality } } abort = { GER = { OR = { exists = no has_government = fascism } } } ai_strategy = { type = befriend id = "GER" value = 200 } ai_strategy = { type = alliance id = "GER" value = 200 } ai_strategy = { type = support id = "GER" value = 200 } } germany_hungary_kaiser = { allowed = { original_tag = GER } enable = { OR = { has_completed_focus = GER_oppose_hitler_ww has_completed_focus = GER_oppose_hitler } has_government = neutrality HUN = { has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary } } abort = { HUN = { OR = { exists = no has_government = fascism has_government = communism } } } ai_strategy = { type = befriend id = "HUN" value = 200 } ai_strategy = { type = alliance id = "HUN" value = 200 } ai_strategy = { type = support id = "HUN" value = 200 } } HUN_does_the_eastern_front = { #Pfot, HUN will share front similar to Italian behavior allowed = { tag = HUN } enable = { GER = { going_war_with_SOV = yes is_ai = yes #You'd get in the way of a player } ROOT = { is_in_faction_with = GER surrender_progress < 0.01 #Nothing bad is happening at home any_neighbor_country = { NOT = { has_war_with = ROOT } } } } abort_when_not_enabled = yes ai_strategy = { type = force_defend_ally_borders id = ROM value = 100 } ai_strategy = { type = force_defend_ally_borders id = SLO value = 100 } ai_strategy = { type = dont_defend_ally_borders id = GER value = 100 } ai_strategy = { type = front_unit_request tag = SOV value = 100 } }