# Written by Hiddengearz, Improved by Bird, KyCb(rockon) # Intelligence Agency AI Strategies moved to intelligence_agency.txt --Bird # Default Unit Production ask_foreign_manpower_as_major = { enable = { is_major = yes garrison_manpower_need > 200000 } abort_when_not_enabled = yes 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. } } default_build_a_civilian_rd_facility = { enable = { num_of_civilian_factories > 15 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 > 15 # 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 } } default_build_a_lw_facility = { enable = { OR = { num_of_civilian_factories > 25 num_of_military_factories > 25 } land_facility < 1 # one is enough } abort_when_not_enabled = yes ai_strategy = { type = build_building id = land_facility value = 100 } } default_build_an_air_facility = { enable = { num_of_military_factories > 15 # We should first build up our military industry air_facility < 1 # one is enough } abort_when_not_enabled = yes ai_strategy = { type = build_building id = air_facility value = 100 } } default_recruit_land_scientist = { enable = { OR = { can_assign_supportive_scientist_to_faction = specialization_land land_facility > 0 } } abort_when_not_enabled = yes ai_strategy = { type = recruit_scientist id = specialization_land value = 200 } } 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 = 200 } } 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 = 200 } } 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 = 200 } } default_convoy_production = { allowed = { ai_for_units_is_not_disabled = yes } enable = { naval_base > 0 } abort_when_not_enabled = yes ai_strategy = { type = unit_ratio id = convoy value = 20 # 15 vanilla; slightly higher to ensure AI maintains convoy supply } ai_strategy = { type = equipment_production_min_factories id = convoy value = 1 # 1 vanilla; guarantees at least 1 dockyard on convoys } } default_convoy_threat_response = { allowed = { ai_for_units_is_not_disabled = yes } enable = { convoy_threat > 0.2 } abort_when_not_enabled = yes ai_strategy = { type = unit_ratio id = convoy value = 50 # 50 vanilla; boost convoy production when being raided } } default_build_sams = { allowed = { has_dlc = "Gotterdammerung" ai_for_units_is_not_disabled = yes } enable = { has_tech = SAM0 } abort_when_not_enabled = yes ai_strategy = { type = equipment_production_min_factories_archetype id = sam_missile_equipment value = 1 } } default_build_glcm = { allowed = { has_dlc = "Gotterdammerung" ai_for_units_is_not_disabled = yes } enable = { has_tech = GLCM1 } abort_when_not_enabled = yes ai_strategy = { type = equipment_production_min_factories_archetype id = guided_missile_equipment value = 1 } } default_build_irbm = { allowed = { has_dlc = "Gotterdammerung" ai_for_units_is_not_disabled = yes } enable = { has_tech = IRBM1 } abort_when_not_enabled = yes ai_strategy = { type = equipment_production_min_factories_archetype id = ballistic_missile_equipment value = 1 } } default_build_nirbm = { allowed = { has_dlc = "Gotterdammerung" ai_for_units_is_not_disabled = yes } enable = { has_tech = NIRBM1 NOT = { has_tech = ICBM1 } } abort_when_not_enabled = yes ai_strategy = { type = equipment_production_min_factories_archetype id = nuclear_ballistic_missile_equipment value = 1 } } default_build_icbm = { allowed = { has_dlc = "Gotterdammerung" ai_for_units_is_not_disabled = yes } enable = { has_tech = ICBM1 } abort_when_not_enabled = yes ai_strategy = { type = equipment_production_min_factories_archetype id = nuclear_missile_equipment value = 1 } } default_faction_initiative_priorities = { enable = { always = yes } abort_when_not_enabled = yes ai_strategy = { type = spent_faction_initiative_priority id = program value = 5 } 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_air } has_political_power > 250 # intentionally high — faction supportive scientists are lower priority than laws/decisions } abort_when_not_enabled = yes ai_strategy = { type = pp_spend_priority id = supportive_scientist value = 10 } } 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 = -20 } } default_intelligence_and_command_priorities = { 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 } ai_strategy = { type = become_head_of_operations value = 2 } ai_strategy = { type = become_head_of_counter_intel value = 2 } ai_strategy = { type = spent_faction_initiative_priority id = unlock_faction_commander value = 2 } } default_become_faction_leader = { enable = { is_in_faction = yes is_major = yes OR = { faction_leader = { check_expr = { value = gdp_total less_than = { value = PREV.gdp_total } } } faction_leader = { strength_ratio = { tag = PREV ratio < 1.0 } } } } abort_when_not_enabled = yes ai_strategy = { type = pp_spend_priority id = become_faction_leader value = 100 } }