Hearts of Iron IV

Hearts of Iron IV

Expert AI 5.0
Kondi  [developer] Aug 21, 2016 @ 7:24am
Patch notes
Only the major changes are listed here. If you see the mod being updated without change notes, it means I just fixed some small bug or behaviour issue for the AI.

I always attempt to make updates old savegame compatible as much as possible. Some changes may not take effect until you start a new game but if there is a major compatibility issue, I will mention it.

You can look over the changes in more detail at https://github.com/Kondikka/expertai

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Next big update will likely be released after the next DLC comes out. Until then, only any updates will be for fixing small issues if any turn up.

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v3.473

-AI research balancing

v3.472b

-fix to avoid freezing when GER puppets the eastern countries

-invasion script tweak to reduce AI silliness

-tech addon: CQC tactics can trigger vs forts or highly entrenched units as well as in urban provinces

v3.472

-to improve performance, some of the more complicated AI strategies are checked monthly instead of every day

-merged in ahistorical mode AI focus logic changes from mrkettyo's Enough On Our Hands Mod

v3.471

-Rewrite of the mod's law selection scripts for the AI. The scripts were old and messy. Now I can properly set up priorities for selecting economic laws over a conscription law etc. conditionally. Plus it's less cheaty because now there is more modding support for controlling the AI's PP spending so it shouldn't go below -30 PP.

v3.47

-added a "challenging" mode setting that makes some majors build 40-width armies for extra difficulty

-difficulty modifiers reduce lack of resources penalty

-tweaks

v3.46b

-made sure countries like USSR research heavy/medium tank early enough and uses the research bonus for improved tank type, as well as create a template for it before upgrading variants

v3.46

-improved production scripting for minors; what they build and how much they build based on their industry

-after Italy annexes Ethiopia, an event will pop up that gives you an option to create the colony of Italian East Africa. Main reason this exists is to help Italy keep its forces in Europe while the colony will handle the defense in Ethiopia.

-some AI tech, national focus, template, national focus, naval transport tweaks

v3.45b

-minors with a lot of resources have a very high priority on getting extraction techs so that they can trade more resources

v3.45

-GER AI will release the countries east of Poland as puppets (including SOV) after it annexes SOV. Partly for fun and partly because having all those factories under one AI tends to cause problems.
-ITA AI will puppet Ethiopia to reduce the amount of units it sends there to die.
-poor countries like minors and ITA/FRA/♥♥♥ can build light armor divisions until their industry grows big enough for better armor divisions
-basic medium tank subtypes and all basic heavy tank types are not built any more
-small AI tweak to somewhat reduce suicidal attacks

Minor stuff:
-ITA focuses on building up battleships in early game, having 6-7 by 1940
-♥♥♥ waits until it has a bigger army before attacking the Allies (in case it messed up badly in China)
-AI area tweaks/fixes (do they improve anything? who knows)

Expanded Tech add-on:
-close quarters tactics can only trigger in urban provinces
-fort defense modifier reduced to from 15% to 10%
-fort construction cost per extra levels from 500 to 1500
-unit experience modifier from 25% to 5% per level
-boost party popularity daily pp cost from 0.25 to 3
-stage coup daily pp cost from 0.5 to 3, total cost from 200 to 1200

v3.44

-fix to a vanilla issue that causes the French territories in central Africa to randomly flip to GER after it capitulates
-Vichy France is given French territories in northern Africa (a more historical compromise + helps prolong the battle in Africa for the AI)
-changes to AT infantry templates
-changes to default army focuses for GER/♥♥♥: GER uses pure infantry templates for its basic infantry so that it can support armor production better, builds MOT divisions, ♥♥♥ uses HTD infantry focus because it seems to do better with it

Construction overhauled v3:
-workaround fix to a bug in one of the trigger functions, queueing factories for the AI works much better now
-tweaked factory construction priorities for everyone + optimized factory placement a bit (GER has a several dozen more MIC in time for Barbarossa, made sure that countries keep expanding their industry properly instead of wasting factories on repair or as in AI USA's case that it won't queue up CIC randomly)
-AI queues much more infrastructure in certain situations: when it can't build more factories (as often happens to minors, they build a ton now), when it is fighting in low infrastructure areas (not that efficiently but it helps a tiny bit with AI's supply on the east front, Africa, Asia etc.)
-some countries build forts in certain areas (coastal forts for GER/ITA for example)

v3.43

Template changes:
-AI uses support AT in its regular infantry to counter cheesy strategies
-countries with mobile warfare don't use TDs in infantry to save resources for armor production
-countries that do use MTDs in infantry use motorized instead of infantry with it so that they can at least benefit from the speed
-mass assault + line AT focus uses support anti air

Other:
-AI builds a little more infantry units (GER/SOV especially).

v3.426

-fixed USA attacking GER or ♥♥♥ after it has already been defeated

-prevented minors from taking the generic faction creation focus on historical mode to hopefully prevent stuff like Spain and Japan creating a faction

v3.425

-naval invasion AI tweaks. Added some generic scripts that should prevent stuff like Romania in Norway.

-the event script that forces the AI to switch role upgrade priority periodically is gone (used to prevent the AI from getting stuck when upgrading templates). It means the AI is faster doing template upgrades but it's not a big difference. If you have edited the template files, you need to update them.

-nerfed the difficulty modifier bonuses to aircraft production even more


v3.424

-a ton of optimization for AI's variant upgrading prios (for example AI heavily prioritises fighter upgrades and is willing to stay at 500xp if it is researching ftr 3 so that it can spend it all on a new ftr variant)

-AI makes an instant variant upgrade to a new tech if it has the xp for it and needs to upgrade it. This is to avoid the AI losing extra efficiency as it switches from old tech -> new tech -> upgraded new tech variant with the unnecessary middle step.

-switched USA/SOV/♥♥♥/ENG to concentrated industry. With the reduced variant juggling from the AI and the previous efficiency improvements, there should be less need for the prod.eff. retention bonuses from dispersed industry.

-SOV doesn't by default ever build medium tank destroyers with mass assault army

-fixed GER not researching tier 2 tanks early enough

-SOV is a little more likely to go for mobile warfare

-SOV upgrades its cavalry divisions into regular garrison divisions

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v3.423

To make the AI a bit more competetive:
-majors will save xp for upgrading tier 2 tanks/aircraft rather than tier 1 unless they are overflowing with xp
-turned the research prio on naval bomber 2s, fighter 2s and tier 2 tanks up to eleven

-added a free convoys check to AI lend leasing so it doesn't drain all the target's convoys
-tweaked Japanese invasion of Pacific timing (will be taken depending on factors from 1941.1.1 to 1941.9.1) to give Japan more time to build up

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v3.422

-added AI variant creation events for nav, cv nav, cv ftr so that all AI variant upgrades are handled through the mod
-disabled AI's own variant upgrading completely, it wastes xp and production efficiency

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v3.421

-fixed AI refusing to lend lease a player

-AI will upgrade tank divisions to include a tank destroyer battalion if the enemy has very high armor

-each role has a separate template file now because otherwise the file is big enough to freeze my text editor :p

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v3.42

-Cleaned up some variant and diplomacy scripting and made it prettier.
-some diplo scripts consider non-aligned countries with over 50% democratic/fascist/communist party popularity to belong in those ideologies

Variants:
-Simplified the variant upgrade process for AI. Instead of having up to 8 variant upgrade steps with few upgrades, there are only four upgrade steps that make bigger leaps in upgrades. Tweaked names/stats.

Lend-lease:
-communists and fascists are more selfish when giving lend lease to other ideologies, they will only consider LL if it, its subject or faction member borders the target
-other tweaks to avoid weird LL situations

Volunteers:
-Reworked how the AI considers sending volunteers. With historical focus mode, AI is limited to using volunteers more historically (with exception to China where ITA/GER will send volunteers regardless). No more Venezuelan volunteers in Germany or Japanese volunteers in Spain/Axis, USA sends volunteers only to commonwealth countries after 1941. On ahistorical mode the AI has a freer hand.

Expanded Tech addon:
-cavalry has a suppression value of 1 now and military police support gives 100% suppression value for the first tech (so you can use inf, mot, cav or mech for suppression now as long as you use MP support).

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v3.411

-added a simplified configuration event on startup in case you don't want to bother with all the settings, also includes a historical army setting for AIs that avoids things like armies made out of marines or heavy tanks

-the dynamic difficulty bonus applies to an AI country that is both at war with you AND shares a border with you now

-moved up the German invasion of France by a few months

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v3.41

-one-state countries use cheaper infantry designs, as well as some other poor countries like Mongolia and Sinkiang
-lowered the max numbers of armor divisions the AI will build (it will upgrade to 40 width instead if it has a lot of tanks so higher difficulties = less tank divisions but bigger templates)
-if Germany is an AI, the Allies aren't so into lend-leasing USSR unless it is closer to defeat
-nerfed China when it is facing an AI Japan so that it doesn't build so many divisions, ♥♥♥ AI couldn't handle it
-fixed some national focus orders for the AI when you are using a mod like 'better post war europe'

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v3.4
-updated files for 1.4.2
-I'm disabling the free AI convoys setting by default because it is hopefully no longer a necessary AI fix.
-cleaned up, improved and rebalanced AI navy and air production scripts
-removed up some old AI diplomacy fixes/workarounds that are no longer necessary
-increased division willingess to attack on careful and balanced bp mode a little because it was causing AI not to attack at all in certain situations despite having superiority (rarely in GER vs FRA, often in ♥♥♥ vs CHI) - doesn't solve everything, obviously

AI now reacts to "illegal wars" (no core, no claim, no national focus or event supported wars). This is a complicated system and will most definitely not account for every historical nuance (if you want to help improve it make a suggestion).

1:

When a country is being illegally justified against, nearby countries may warn you to back off. If you do not, they may support the target country by guarantees, lend-lease and/or volunteers (if allowed to within game rules) and will attempt to increase unit production as well as have a negative diplomacy modifier towards you.

You can avoid a reaction from a country (target = who you are justifying against, supporter = potential supporter of the target) by several ways:

-use a core, claim, event or national focus to create the war
-a minor country gets one "free" justification against another minor
-have a non-aggression pact with the supporter
-have over 50 relations with the supporter
-the supporter has army smaller than 35% compared to you
-the target country has an army twice your army size
-have the same ideology (non-aligned excluded) with the supporter AND the target is not the same ideology as you
-generally, countries that border you or the target are willing to support the target
-communists and fascists only care about non aligned countries if they are direct neighbors

2:

Furthermore, if the world tension is over 90%, you have generated 25% and both the target and the supporter have an army smaller than 50% compared to yours, the nearby countries may attempt to join a faction instead (and will warn you before they do). Democratic/communist/fascist will attempt to join their factions respectively while non-aligned will attempt to join a democratic faction and fascist/communist factions only if they border a member of those two factions.

This can also be avoided by:

-having a non-aggression pact with the supporter
-having over 50 relations with the supporter
-supporter has an army size bigger than 50% compared to you

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v3.39

-AI can now use Mass Assault (only the right side - I don't like the left side and don't plan on adding it). USSR may sometimes choose it and Raj will always use it unless the player configures otherwise. Mass Assault is based around 42-44 width templates and uses logistics support in almost all divisions. It will generally avoid tanks and builds tons of infantry and anti-tank infantry with high piercing.

-Added an AI diplomacy setting for that extra bit of historicity. Germany will make pre-war annexations around historical dates.

-Tweaked templates. Mobile Warfare infantry uses less artillery to make its army less expensive and save more tungsten for armor production. Line AT infantry uses even more AT when facing high armor divisions.

-Germany will attempt to keep up relations with Portugal so that it can trade for more tungsten.

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v3.38

-some fixes and changes improve ♥♥♥ AI performance against China

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v3.37

-AI research was fixed in 1.4 so I removed the tech priority macros (just makes it easier to edit this stuff in the future). Won't make a massive difference but I think the research is more balanced now and the AI uses research bonuses a little bit better.

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v3.36b

-optimized the DoD national focus tree pick orders a bit and made the historical choices more sane (ROM takes King Michael's Coup if it is losing, ROM/HUN take the join axis focus at historical dates etc.)

-fixed some tech prioritisation; countries that want to focus on MTD or HTD infantry should go for armor techs earlier

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v3.36

Rebalanced naval values for disengaging damaged ships from battles and repairing them with some inspiration from Axe99. This is meant to help the AI keep its fleets alive but it does have an effect on how your fleets behave as well. The new high prio repair setting is a bit safer than the vanilla high prio, while the new low prio is nowhere near as extreme as before (you can set it on low without worrying about ships going into battle with 10% str).

-Fleets are more likely to disengage from battles where they have low chances.
-Even fleets on low prio repair will disengage moderately damaged ships from combat and repair them rather than pushing them in until it's too late to disengage.
-Now even Italy does generally have a fleet well beyond 1942 rather than losing it almost immediately against the UK. Helps all AIs keep their expensive capital ships alive.

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v3.35f

-fixed USA/ENG not being able to deploy ships pre-war due to 0 manpower

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v3.35d

-moved all the event texts to the localisation files to make translations possible

-added a small difficulty guide into the difficulty settings event

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v3.35c

-fixed some outdated AI focus configuration descriptions and added a lot more explanations to which focus does what

-changed the default army focuses of ♥♥♥ and ITA to favor more AT infantry units with medium or heavy tank destroyers

-fixed some scripting if you reconfigure the AI's army mid-game

-fixed some weird national focus choices by Hungary on historical AI

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v3.35

-scripted the AI's garrison production in an alternate way + fixed their weird ideas about garrison designs. The AI couldn't figure it out on its own, wasting too much XP, building too much garrison at the wrong time and too little garrison at the right time. Now it builds garrison divisions durings wars and according to how many states it controls (Germany after conquering France should aim for about 60 garrison divisions). Works much better.

-other production tweaks

-the desperate defense bonus maxes out at 75% capitulation instead of 90%

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v3.34c

-fixed countries with heavy armor focus not building heavy AT infantry
-GER is more likely to wait for the maginot focus before deciding to just force it

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v3.34

-New tech expansion add-on uploaded on Steam.

-New 'Desperate Defense' difficulty modifier that gives increasing bonuses to a nation as it gets closer to capitulation.

-reworked the country specific difficulty modifier selection, giving difficulty modifiers to minors is possible now

-fixed USSR/GER assigning too many factories to light tanks

-tech priority fixes

-EAI_scripted_triggers.txt was split into 3 parts to make the new add-on easier to manage.

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v3.33

Some changes to improve production:

-AI upgrades variants less frequently to avoid efficiency loss

-less factory shuffling therefore more efficiency + major rebalancing of how many units countries produce; AI will keep producing equipment even if it has a huge stockpile

-other tweaks towards creating a more efficient AI

-fix to AI not queueing armor sometimes (USA, ENG)

-reverted the resistance reduction effect back to the old way due to compatibility issues with other mods

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v3.32

Gave the AI focus configurator an upgrade:
-TFV, DOD and a couple more minors can be configured
-focuses can be edited when default focuses are off
-focuses can be edited mid-game for any country though you should not expect great results when changing the entire army composition of the AI mid-game

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v3.31

-Switches army types for ITA, FRA, USA, ENG, ♥♥♥ to marine or mountaineer based armies. Means they build much more of them and build other designs around those units instead of regular infantry (they still build infantry as well though). More like how it was in 1.3.3.

-adjusted the medium tank destroyer + infantry templates so that they don't appear as tank units on the map. Looks strange and it was causing issues for the AI.

-rebalanced production limits. AI should be more mindful of how much manpower it has compared to its deployed army when deploying more units. Max ratio of armor units to industry size should be more reasonable.

-fix to stop some countries from mobilizing (BRA, VEN) just because the dutch migrate to south america

-added some CIC construction for ♥♥♥/ITA later in the game

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v3.3b

-fixes

-difficulty modifiers are visible again (only specific nation bonuses)

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v3.3

******** Use the 1.4.1 beta patch, it might work without but some scripts won't fuction********

Now that build_army was fixed, I added back the early army buildup for minors because otherwise they are pretty easy to take out. However I changed it a bit because every country in the world being hell bent on building up their army is a bit silly.

Now they build a more reasonable army for peacetime and start mobilizing when they are threatened aka queue tons of divisions based on certain conditions:
-a neighbor country has generated over 5% tension
-any country is justifying or has a wargoal against it
-a neighbor country that is based on the same continent is in a defensive war, is being justified against or is targetted by a wargoal

Countries like Poland, Czechoslovakia and China should have bigger/more historical armies now along with other minors not being so unprepared if someone blitzes through their neighborhood. Countries in South America for example won't mobilize until someone starts causing trouble on their continent.

-Increased garrison division % of the total army to avoid having the AI use proper divisions on garrison duty. Germany should be aiming for around 80 garrison divisions in 41.

-Countries using medium tanks as the main armor type should be more common in general.

-When choosing army focuses, AI will take into account motorized and armor advisors as well.

-USA is more willing to embargo Japan even if Japan hasn't taken out China yet.

-since the AI is so reluctant to use its air force against another AI country, it will now stop air production if it reaches a certain number that is more than enough fighters or bombers for it and dump it into various infantry equipments if it has a shortage in them

-modding related: army limits for countries are defined in EAI_scripted_triggers.txt instead of in production_limits.txt so if you want to make changes to them (turn China into a true major for example), just edit the macros

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v3.21c

-improved design development priorities

-made sure countries that like to go for all-marine/mountaineer armies also upgrade their normal infantry role so that the divisions they start with get upgraded

-fixed/improved economy law choices; vichy france and spain should raise eco law properly

-fixes to minors taking useless high command advisors over things like artillery advisor because of some hardcoded AI logic

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v3.21

-made sure the AI knows to upgrade its fielded starting divisions to better templates as well (USSR has tons of bad divisions that it didn't upgrade)

-AI can upgrade its armor divisions to 42-width but only if it has tons of tanks stockpiled (basically for higher difficulties or extreme late game)

-AI can upgrade its motorized divisions into mechanized (not that I believe it is worth it but the AI only builds a few motorized divisions anyways because the role is there for fun more than anything else)

-adjusted production so the AI has more freedom in deploying motorized divisions

-more countries can to go for motorized divisions, SOV is very likely to go for the mot. rocket artillery design if it goes for motorized (I love those models...)

-FRA is more like to go for either HTD or line AT divisions

-AI builds AA on its radar stations

-all national ideas from this mod are hidden in the country view

-adjusted the difficulty ideas to be a little less extreme

-added event created variants for LSPAA and LSPART

-fixes

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v3.2 beta

Go here for details
https://forum.paradoxplaza.com/forum/index.php?threads/expert-ai.989379/page-3#post-22967187

-templates are completely reworked, now mostly created by the AI on its own

-the new system will need balancing but it appears to work reasonably well

(will maybe write out the rest of the changes later)

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v3.134

-USSR builds its factories even farther east, behind Moscow and Stalingrad. Should help it resist Germany longer and hopefully turn the war around more often.

-countries with mobile warfare will switch to the volkssturm doctrine path before taking the all adults serve conscription law if they need more manpower

-tweaked continous focus selection so that the AI is smarter about it (mostly for USA so that it can pump out more strategic bombers)

-improved the naval production balancing for the AI; less than 3:1 ratio of screens in fleet = much more focus on screen production, more than 4:1 ratio of screens = increase capital production and in the middle build equally

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v3.133

If you're like me and want to see all the minors in the game nerfed to the ground, I added a 'game balance' option: reduce the starting research slots of all minors to 1.

Having 41's heavy tanks, full land doctrine, latest industry and equipment techs in 1939 as Finland is somehow a bit too much to me. Bring back the tough choices! Makes playing minors more interesting (to me) and it certainly changes the overall balance since USSR won't face Romanian and Hungarian armies equipped with cutting edge weapons and doctrines. Better make use of the faction research groups if you want to keep up.

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v3.131

Balancing:

-all majors use dispersed industry now

-Getting fighter 1 out is high priority so that countries can start building up efficiency from the start. Raised priority on fighter production over CAS because the AI only uses a couple of bomber wings at a time anyways. Helps Germany not get stuck on the western front.

-A lot of army composition balancing so that the AI doesn't overload its industry by building too much expensive stuff plus other stuff. Germany builds less AT units and more armor prewar so that it hopefully is able to blitz France more reliably.

-SOV builds less expensive infantry divisions so that it can have deploy a lot of infantry and a lot of armor at the same time. I think it might be better this way.

-USA/SOV will send equipment to China if they have any to spare. (China was previously soft-blocked from lend-lease for balance reasons unless ♥♥♥ is a player)

-lowered division upgrade rates by a lot

-tweaked air AI, the AI seems quite a bit more active with its air force now

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v3.13c

Fixes/finishing touches to the new research/production systems. Added more AI weighing to various army focus choices so that the makes better choices: countries with carrier focus prefer base strike, countries that go for CAS are also likely to use battlefield support and so on.

Added more options in AI army config for setting early carrier or capital ship construction focus and another setting for lifing all possible AI army focus restrictions if you really must have a random game where Soviets might build strategic bombers and a full marine army or Germany might build carriers and naval bombers.

This should not break saves but there might be a little bit of weirdness with AI production. Sorry about that. :( There should not be any big changes after this, only tweaks if necessary.

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v3.13b

-minors with plenty of chromium or tungsten weigh it in when deciding to go for heavy vs medium armor
-adjusted the difficulty modifiers so that the AI has far less bonus to building aircraft even on high difficulties

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v3.13

Reworked AI production. A lot of changes, basically the AI will change its army composition from game to game. Soviets might focus on heavy armor instead of medium armor and so forth. I'll write the details in a post in the forum thread

https://forum.paradoxplaza.com/forum/index.php?threads/expert-ai.989379/

A new customisation option has been added under 'Settings' if you want to configure certain AI armies.

*old save games are most likely not compatible* I can upload the old version if someone needs it.

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v3.126

Reworked AI research yet again to fix some weak areas for the AI:
-AI should get basic support/infantry/artillery/at techs earlier.
-air doctrines have more priority
-tons of other rebalancing so the AI doesn't forget about various important techs
-the ai factors are again more streamlined and easier to understand with most of the direct country references removed from the tech files and set by macros in scripted triggers instead, making it much simpler to edit the tech preferences of various countries

-minors should build a refinery or two so that they can afford to produce some aircraft/tanks, most minors will dedicate at least a couple of factories to aircraft

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v3.125b

-edited the startup customisation event to make it easier to understand

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v3.125

-tracked down an issue/feature from the vanilla that has been causing problems for me for a long time. Division production is now smoother for the AI and there should be much fewer issues with countries in certain situations not building units for no reason. USA is more like its pre-1.3.0 self with several dozen more armored divisions (more like double/triple, about 100 in 1945), ITA/♥♥♥ won't randomly stop all their unit production and so forth. Even Germany can squeeze a few more divisions in time for Danzig.

-raised mot/harm division quotas, Japan especially should have more armored units

-fixed some division names (no more Medium Armor division etc., they're all Armored Divisions now)

-reorganized some of the files

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v3.124

-added an option to reduce AI attrition in the difficulty settings
-some trade law fixes

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v3.123

-USA/ENG switch to limited exports when they have enough industry

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v3.122

-very pleased with how the radar script works for the AI so I improved the AI's radar placement logic and substantially raised how much radar they queue (even SOV will have some radar set up before they normally go to war).

-rebalanced some of the AI air variants

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v3.121

-All AIs now build radar sooner or later. It researches better radar techs and upgrades those stations to take advantage of their massive range. It prioritises building up radar in key locations that it owns around the Mediterranean, the Pacific, their capitals etc. and also dynamically around the rest of its territory with enough space between radar sites to avoid too much overlap.

By 1942 you can expect the UK to have full radar coverage of the entire Mediterranean for example, ♥♥♥/USA to cover their islands, Axis to cover the mainland etc.

-vanilla USA AI is incapable of taking the Pearl Harbor Gambit focus, now it does and ♥♥♥ will take advantage of it if the situation is right

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v3.12

-switched CAN, AST, SAF, NZL, MAL land doctrine to superior firepower and RAJ to mobile warfare for the manpower

-AI produces battleships instead of heavy cruisers as its capital ships. Probably less efficient for the AI but battleships are cooler.

-ENG takes the Tizard focus around 40/41.

-some countries like Ireland should go for the neutrality focus so that they don't randomly join the Allies

-fascists and communists should take their respective generic focus paths

-a lot more focus on encryption techs

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v3.119

-merged the "Hard Mode" difficulty customisation mod, added a new type of difficulty setting that applies a difficulty modifier to any AI countries that are at war with a player

-other tweaks to the startup customisation, it should work on non-historical mode now as well

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v3.118

-disabled fallback lines for the AI - again - as I've seen some truly horrible front lines because the AI can't use it properly

-set ♥♥♥/ITA to stay on limited trade from the start - there's really not much point for the AI to spend PP on switching it around

-ENG won't build strategic bombers unless it has a lot of fighters

-GER should be more likely to start the war with USSR

-adjusted lend-lease so that the AI might be less likely to spam the player with requests - this is a vanilla issue though so it'll probably still happen

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v3.117

Apart from possible bug fixes, there probably won't be updates to this mod until the next official patch. There's not much more to add given the current bugs in the game and I'm happy with the overall balance. For the next patch I'll be reworking how the mod handles the AI templates as it will be possible to add more variety to the AI templates, to avoid giving it templates for free, to progressively upgrade the templates throughout the game and so on.

-a couple of tweaks

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v3.115

-Placed some historical restrictions on BEL/HOL division production as facing nearly a million troops from those countries is a bit too much for Germany. But only if GER is an AI because I'm cruel like that.

-AI countries that are declared on will instantly switch to a better conscription law if one is needed/available.

-production/template fixes for minors

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v3.114

This is a bit of a "fix the minors" patch. Should be a substantial improvement if you like battling other minors as a minor.

-ROM/FIN/NOR/DEN/GRE/SWI/SWE/AST/RAJ/POR/CAN build divisions that suit their countries advisors and made sure they pick those advisors. Greece with infantry and artillery advisors uses a very artillery-heavy mountaineer design as main infantry for example.

-All minors build more divisions pre-war so they're not such easy prey.

-minors build more CIC so they can trade better

-tweaked majors's templates: ITA/♥♥♥ use more artillery, all use less support companies in armor templates

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v3.113

-a lot of research balancing for all majors and minors, basically fixing AI researching techs that aren't needed over infantry techs or air/land doctrines etc.

-AI invasions/area priority changes which probably don't change much if anything but should in theory help the AI understand the importance of defending their core territory better and make it avoid useless areas.

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v3.112

-upon war declarations, AI instantly calls to arms its entire faction; this sidesteps issues with the AI´s delayed call to arms (♥♥♥ vs Allies, Axis vs SOV) ruining the battleplans and army setups of the AI because it thinks a border is safe with a country that will shortly join the war
-construction balancing

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v3.11

-Merged the lend lease logic from the add-on into this mod with the help of a new ai_strategy added in 1.3.3 (it uses the proper lend-lease mechanic now instead of events like in the addon).

In the new vanilla patch the AI does already use lend-lease quite a bit but now this mod adds additional guidelines for the AI to make it even more eager to use lend lease and more importantly makes it target countries that that it should support but in vanilla doesn't understand the reason why. SOV and Allies being the best example: in vanilla only USA is scripted to help out SOV but with the new changes, the entire Allied faction will pitch in to support SOV.

Since this is a dynamic script for all countries and not just specifically scripted between USA-SOV like in vanilla, it will also work in other similar situations that the AI normally wouldn't take advantage of.

Note: unless Japan is a player, China is excluded from this lend-lease because it becomes far too powerful for AI ♥♥♥ to handle otherwise. Also, the AI seems reluctant to LL to a player so you'll probably have to request it yourself as usual.

Since USSR will receive a lot more lend-lease, it can build a bigger army as well.

In old saves you'll have to enable the improved lend lease through the customisation event EAI_M.1000.

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v3.106

-more balancing to make sure the Allies are building up a proper air force in time for the war

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v3.105

-added some invasion strategies that should fix some bad invasions mostly by minors (looking at you Greece, shipping out all your division just as Italy invades you) - should also help stop invasion spam on non historical mode
-♥♥♥ will create one China instead of several small states.
-♥♥♥ will take some of the resource rich states for itself from China to help keep its naval production going
-ITA/FRA/SOV build more mountaineer divisions. ENG builds slightly more air force. ♥♥♥ builds more motorized divisions.
-replaced normal infantry in AT divisions with marines or mountaineers for majors
-added r. art. support and more line artillery to SOV infantry divisions
-fixed an issue with some majors sometimes not researching fighters early and delaying their air production

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v3.104

-fixed an oversight in some scripts that transfer state control between AIs, probably causing some border gore in the peace conferences after the war
-"Aggressive Germany" will annex Slovakia

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v3.102

-fixed SOV not declaring war on FIN because of low world threat and delaying it till mid/late 40
-SOV will lower its trade law sooner and eventually switch to limited exports
-♥♥♥ is less willing to declare war on the allies if it hasn't finished conquering China

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v3.101

-ENG/♥♥♥/ITA/FRA build a few motorized+mspart divisions as fast anti-infantry units to complement their usual AT/armor divisions which they may not need or can't afford yet.

-added variant development for heavy tanks/tank destroyers (USA/GER/SOV build these) so that those Jagdtigers have a little bit more bite if you ever come across one.

-some fixes

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v3.1

I'm trying out something new with AI templates (requires a new game obvously and it shouldn't break old games but the AI will probably start editing its templates on its own):

-27/28 width divisions for most AIs (not 26 despite it fitting nicely into 80-width combat because with offensive FM it would cause penalties if you're wondering). I don't think they can handle 40-width divisions but this could be a good compromise. I'm also removing some support companies like recon and logistics from most majors (only GER uses log). I don't know if logistics changed with a patch but it doesn't seem to have much of an impact for the AI when I checked again. Recon was also cut because I'm not sure it really does anything significant. I think the 10% movement speed may have helped the AI reduce unit shuffling slightly but that's about it. Most majors now stick to the basics: eng/art/hos/maint.

Generally this means less support equipment and less artillery used for the AI in an army of the same size as before. Armor divisions are much stronger than before due to size, more anti-air per division and less support companies bringing down their armor/piercing.

-AI keeps its light armor divisions around again if for nothing else than immersion.

-SOV builds some heavy armor instead of mot. r artillery units (you won't see these units until late game if SOV survives). I couldn't set the AI up in a way that it knows how to build both these types at the same time. Sadface. Mot. R is fun to look at but it doesn't really help SOV win the war. Heavy armor templates could probably be better but I don't know what to do with them right now.

-Chinese states build pure 20-width infantry without any support/artillery so that it can focus on getting out as many units as possible and producing as much inf equipment as possible. Edited its research a bit so that it doesn't waste time with some of the techs it won't need. China will build several million troops eventually since it now only builds pure infantry (plus the lightly armored AT units) if it survives that long.

-SOV should build a lot more units (should reach about 3 million in time for Barbarossa)

-fixed SOV research so that it will not waste the armor research bonus on a light tank and it will go straight for improved medium tank (T-34) if it has the treaty bonuses (like GER already does). The difference between having a few hundred unupgraded T-34s and several thousand upgraded T-34s in 1941...

-Fixed a couple of issues that sometimes caused SOV not to go for lessons of war focuses ASAP.

-added an option that gradually replenishes the AI majors' convoys if they have none left (a fix for AI convoy bugs and poor convoy management/protection causing AIs like ENG/USA/♥♥♥/SOV to freeze completely in their operations and their industry to shut down)

-USA/SOV: less focus on excavation techs

-fixed ♥♥♥/ENG/USA sometimes not going for the better transport techs, causing it to invade poorly

-ITA should put up more of a fight in Africa

-if ♥♥♥ gets kicked out of China, it will stop invasions against China until it has rebuilt its army (meanwhile it will focus on the Pacific if it is at war with the allies)

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v3.024

Balance changes:
-SOV wont waste xp on upgrading basic tanks
-SOV favors building a bit more infantry and less armor so that it can build a bigger army
-ITA/♥♥♥/ENG also prefer a little less armor to avoid overloading their industry
-edited various variant upgrade priorities, added reliability to strat bomber variants as they were crashing a bit too often
-fixed AI building way too few support equipment

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v3.023

-GER uses captain of industry instead of silent workhorse
-♥♥♥/SOV also use dispersed industry
-Majors will avoid certain more-or-less useless focuses completely or until a later date so that it can take advantage of continuous focuses better
-Fixed SOV not switching to war economy as soon as possible.
-Again fixed SOV/♥♥♥ using a quarter of their army to garrison their shared border. They will still garrison it if they don't have a NAP but once GER attacks SOV, both ♥♥♥/SOV should be willing to create a NAP (incl. with MEN and MON) and more importantly won't break it too soon which was the real problem.
-made sure that USA joins the allies under the right conditions instead of staying out of the war too long
-less dockyards for USA, smoothed out some focus choices order for USA to help it build up its army faster
-a little less air production for GER, a little more armor
-fixed an issue preventing some nations like ENG from queueing up armor just because they don't have MSPAA in stock

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v3.022

Version 3.0 has a huge number of changes for the AI. Some things are improved for the AI due to new modding commands, some are worse because of construction/production/unit balance changes and major changes to how the AI's production works in the new patch. Rebalancing this will take time.

-AI variants: I have completely rewritten my previous scripts that gave the AI variants for "free" while sort-of emulating the speed that players normally develop variants. In the new system the AI correctly spends only the XP it actually has. I can now make the AI create better variants and for a wider variety of equipment (CVs with maxed deckspace, STRATs with maxed bombing) and it now develops them much faster if it has the XP for it. Currently Germany develops a bit more expensive medium tank variants with more reliability and focus on armor compared to other nations. The AI also does some prioritising here, for example upgrading MSPAA and carriers are usually a high priority.

-AI construction: the AI will take into account the infrastructure level as well as the location when placing factories. Most majors will now research up to three levels of synthetic factories and build quite a few. Germany around 1941 will produce around 250 oil and 100 rubber so that its production lines won't shut down. ENG/♥♥♥/ITA will also build some to keep their naval production operational while others may build a couple depending on the situation. GER/ITA in particular will build AA in states where it has synthetic factories to protect them from bombing while others will do so if they have nothing else to build. Many other balance changes in their construction have been made to help it adapt to the new patch.

-AI majors don't always use the same land doctrine: USA might go for Mobile Warfare instead or Japan might switch to Superior Firepower and so forth.

-AI won't put too much effort into building early type capital ships.

-fascists and communists use the harshest occupation policy on most countries. Others use gentle.

-GER/USA/ENG/SOV/♥♥♥ use 22-width 8/2 infantry templates.

-Japan's invasion logic has been changed a bit so that it should be much better at targetting the resource rich islands first.

-ITA/♥♥♥ will switch back to limited exports sooner.

Research changes (just the highlights, a lot of balancing done here):
-AI should be much better at researching naval/air techs that they need on time.
-ITA/GER use dispersed industry.
-The AI will avoid researching 43's medium tanks if it doesn't have a surplus of tanks.
-More priority on maintenance company research due to how weak it is now.

Misc:
-removed a lot of scripts that are unnecessary as of the new patch
-removed a couple of unnecessary edits to unit/equipment files which might improve mod compatibility a little bit
-removed the ugly solution to fixing the infuriating template bug where I have to give the AI 500 land xp. The new fix should be reliable enough without doing this.


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v2.95

I'm releasing some changes intended for the 1.3.3 patch as it could be a week or two before it comes out and I feel like they are important enough to get out as soon as possible:

-reworked the scripts that manage construction/trade for the AI - there was an issue with the game keeping a record of endless event chains in this mod, causing savegame file size to creep up faster than normal and very likely lagging out the late game beyond 1943. Might go into more detail on what else is actually changed about how the AI constructs factories once 1.3.3 is out.

There was an annoying issue with Germany getting stuck in France far more often than I'd like so I made some adjustments:

-Germany will start planning the invasion of the low lands more in advance of declaring war so that it has the planning bonus and org for its divisions.
-I moved up Germany's invasion of France a little bit so that France has less time to mobilize its army (ie create a wall of AT divisions that the AI GER can't deal with).
-Italy will join (usually) join Axis as France is about to fall. Italy pushing from the south seems to cause more problems for the AI: as the two fronts connect, Germany stops pushing through northern France and reorganizes its army along the entire front instead which allows the allies to sort out their defense, usually meaning that Germany can't push them out of the BENELUX region. Plus its more historical, hurray!
-Germany focuses more on armor and normal infantry than AT troops early on.

-USA uses the strategic bomber designer, fixed the AI being very reluctant to research 2nd/3rd level strategic bombers.
-RAJ uses the manpower branch of the mass assault tree and builds a much bigger army (1 million roughly). RAJ was running out of manpower against ♥♥♥ and it's convenient for the UK player to be able to recruit from its manpower pool.
-The Winter War should always end up in white peace. Some adjustments to hopefully ensure that Finland never joins a faction during the winter war.

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v2.915

-fixed a tiny issue that might have caused serious late game lag problems

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v2.91

-various production fixes/balancing

-set the AI to only build/research CA instead of trying to build BB, BC and CA. It's not a great solution but the AI trying to build all three wasn't working for it either.

-ITA builds some dockyards

-Since GER is weaker than I'd like, I brought back something from an older version of the mod as an option at the start (for historical mode): "aggressive Germany" which makes it takes out Europe faster after France has fallen and keeps France for itself.

-ITA/♥♥♥ should use the continuous focus for naval production

-added support AT to the major AIs AT division templates so it has a little extra piercing

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v2.9

-Added MSPAA to most AI armor divisions. Seems especially helpful to GER AI which has about 0% chance of maintaining an air force against 10k Soviet aircraft.

-Germany goes straight for Pz IV without researching basic spart or spaa if SOV accepts the treaty.

-Germany is in a miserable position at the moment so I'm pushing the allied invasions against AI ITA or AI GER towards the historical dates unless SOV is losing the war.

-prevented the AI from building interwar fighters/tac that are fairly useless, raised tech priority on getting ftr1/tac1 researched asap instead

-raised division upgrade rates a lot as the AI can handle it now

-a lot of minor adjustments here and there mostly to try to get GER up to speed again (get construction 3 for faster factory repair, get excavation 3/4/5 faster to support its industry better etc.)

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v2.89

-switched AI ENG naval doctrine to base strike and AI ITA to trade interdiction

-more AT infantry production, more MSPAA production

-some tech tweaks

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v2.88

-The AI uses M-SPAA in its AT divisions now. The AT divisions it builds now are kind of elite infantry with high piercing, enough armor to beat regular infantry and some AA. This gives weaker countries like ITA/♥♥♥ something better to build even if they can't afford to build medium armor yet. Same for minor countries, though they will in most cases build this much later. Bigger countries like GER/SOV that like to build dozens of AT units will have roughly double the amount of armored units overall if anyone without AT wants to take them on. The AI will max out the AA upgrade so it will help them deal with bombers as well.

-All the upgraded versions of AI AT units have M-SPAA included even if they can't build it - has to be this way due to bugs. Just means they are 83% strenght until they research it and build the equipment.

-since the AI is better with its air force these days, I removed scripts that made it dump its air production into other areas in some cases - basically, it will build more air force (esp. GER)

-USA will build more convoys even if they have plenty available - they really use a ridiculous amount shuffling their units around so it was causing their units to get stuck in the ocean.

-if the AI hits 0 convoys, it'll massively increase its convoy production

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v2.87

-post-war, some majors were reluctant to build up armies so I added a fix for that

Fine tuning research;
-AI was bad with air/naval doctrines so now it does a pretty good job at getting at least one of those going
-all kinds of tech priority tweaks to fix mistakes like SOV researching naval techs before having everything else in order, ENG not researching lvl 2 carriers, USA very rarely not getting armor techs

-ITA/♥♥♥/minors might build medium armor a little bit sooner if they have the industry for it.
-shifted GER air production towards 50/50 ftr/cas now that it has doctrines for cas and the AI uses bombers better than fighters anyways

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v2.86

-AI majors randomly choose what kind of medium armor design it builds from game to game. Adds some variety and makes it a little bit harder to counter. They vary from designs built towards countering enemy armor/AT to cheaper designs made to shred infantry.

-The AI now goes the extra mile to prioritise industry techs... had to script it so that it leaves absolutely no doubt in its mind as to how important it is. It researches them up to 8 months in advance and it should pretty much never again be in a position where it for example doesn't have 41's machine tools/industry tech by late 41 (or even later... *shudder*).

-Allies should be more reluctant to suicide troops in Italy early on and instead build up their army a bit first.

-Germany shouldn't refuse to execute its battle plan while invading France anymore because it thinks it has a disadvantage and in other similar situations for the AI.

-general balancing stuff

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v2.85

-added an option to customise some of the AI faction restrictions

-The AI is terrible with its trade so I added a few scripts to make sure that certain majors that always run deficits (ITA ♥♥♥ GER SOV) trade for the necessary resources. These are not a 100% fix at all but are quite effective at least until late game. Germany has about 15 more armor divisions in time for Barbarossa and Japan has several more carriers by 41. Shocking what not having -200 resource deficits for years does to your production...

-ITA/ENG/FRA/♥♥♥ build a couple more CIC

-set the AI to prefer large fleets, you can expect fleets of 100+ ships

Some naval production improvements:
-AI was overproducing convoys a bit so I set it to prefer to have 350 free convoys and then stop production
-AI prefers having a certain amount of screens compared to its capital ships. If it doesn't have enough, it will dump its dockyards into screen production (without cancelling the capital ships so it doesn't lose the progress of course). If it's entire fleet get wiped out as often happens for Italy for example, it will focus on building a small fleet of screens before restarting capital ship production again.

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v2.84

Reworked AI's air production as it has been a bit messed up since 1.3:
-General rebalancing across the board, Axis should generally build more fighters.
-Minors should built some aircraft again.
-If the AI is low on fighters, it will stop building cas/tac and focuses on fighters until it has a decent amount so that it has a better chance at regaining some control over its airspace.

-Germany builds more synth factories

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v2.83

-Tweaked AI air assignment values to make it contest air superiority better (try to maintain a 2:1 fighter ratio in regions, assign planes to regions where they are really needed, some other stuff).

-Germany is more likely to research Panthers earlier.

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v2.82

-switched SOV back to positive heroism path (I forgot they had an advisor that gives national unity too so that it doesn't capitulate so easily)

-fixed some poor advisor choices/pick orders for all majors and china

-fixed some poor generic focus choices for minors

-CHI will prioritise building factories west and not in coastal areas that are vulnerable to Japan

-tweaked production for CHI so that it should build a bit more units

-CHI shouldn't waste dozens of divisions garrisoning useless borders

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v2.81

-Fixed SOV not taking total mobilization. SOV should go into the war a bit more prepared with higher conscription laws than other countries so that it can get total mobilization faster and doesn't drop down to 0 manpower doing so.

-AI should have a bit more AT equipment production, especially SOV

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v2.8

-uploaded a lend-lease for the AI addon

-strategic bombing is back on the menu (use the beta 1.3.2 patch): tweaked USA's air production to make it build more strat bombers

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v2.77

-removed AI tech bonus from the in-game difficulty sliders as it was causing issues

-USA creates a NAP with Mexico so that it doesn't have quarter of its entire army on the Mexican border...

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v2.76

-increased convoy production by a pretty huge margin so that countries like USA can freely transport their armies around
-tweaked the AI invasions in Europe as the AI was hopeless at landing on the Atlantic coast against Germany
-USA should put less weight on air production

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v2.75

-USSR uses superior firepower and battlefield support again
-stopped USSR and GER from making crazy invasion plans against each other that tie up dozens of divisions for no reason
-other balancing

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v2.74

-USSR wastes an amazing number of divisions to guard borders against TUR/AFG/PER/MAN even as it gets rolled over by GER. Now it will sign a NAP with those countries to avoid it.

-slowed down the rate of upgrading divisions to better templates so the AI doesnt so overwhelmed by support equipment needs

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v2.73

3 problems introduced in 1.3:
-the AI recruits new commanders when it doesn't need to: I adjusted it so that it won't recruit new commanders unless it has a lot of free PP. This caused UK among others to hire useless commanders and waste its PP, meaning it hardly got any tech/military advisors.
-UK spamming PP away to improve relations with Poland after being maxed out and not guaranteeing it. Huge PP drain. Now it guarantees Poland and leaves it be.
-since CIC gained from trade cant be used to trade for more resources anymore, there are a lot less CIC available for trade. However as the fraction of CIC that the AI is willing to trade away wasn't increased, it meant that in 1.3 the AI trade for much less and runs into more resource problems. Now it is willing to trade away most of its tradeable factories.

I'm putting in some changes to strengthen China a bit although until Paradox fixes the disappearing divisions bugs, I don't think it has a chance against Japan.
-superior firepower instead of mass assault doctrine for all the chinese states
-no CIC construction at the start for any of the Chinese states
-adjusted the production for minors so that countries like china will start infantry production much earlier
-took the engineers off their early templates so that it can focus on building inf weapons and some artillery

-a lot of research tweaks

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v2.72

-reduced the limits on army building so Germany ends up with a larger army as it invades POL/FRA and Barbarossa is more likely to land on the right date.

-Germany will invade Denmark faster after going after Poland because waiting so long gives France too much time to build up an army and leads to bad things...

-fixed some countries not upgrading to modern armor, Siam randomly joining USSR, area priorities plus other tweaks

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v2.711

-fix to some countries not building divisions or using factories if their entire army got wiped out

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v2.71

-a lot of tweaks to production scripting, mostly aimed at making minors smarter about equipment and division production

-minors build armies that suit their total population sizes better: Poland should have a bigger army for example (much closer to the historical number), Raj will keep its army small unless it becomes independent etc.

-minors will build up their armies more aggressively in the early years if they have the manpower and equipment for it and likewise in war if they're not already pushing their conscription laws so Vichy France for example won't build just a handful of divisions even if it has the resources for have a much bigger army (they won't build hundreds of divisions but they won't sit around with 5 divisions for no reason either)

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v2.7

-tweaked AI variants to have more reliability, I noticed it was losing mind-blowing amounts to attrition alone on the east front (thanks combat log) even with upgraded maintenance companies. The AI tanks love to roll around in the muddy marshes in Russia with 150% attrition so... yeah, GER has about 15k more tanks per year to play around with if the log is correct.

-tweaked AI plan execution to be more careful about pushing forward with low str units

-some tweaks to help the AI (esp. Germany) not abandon its fronts

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v2.691

-fixed a strange lend-lease bug that happened if you requested lend lease early in the game causing massive equipment deficits

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v2.69

-♥♥♥/ita/fra/sov can build some motorized units with mot. rocket artillery

-AI should not deploy troops under 90% training during wartime (vanilla AI deploys with 25% training, meaning they just create an army of green troops with heavy penalties)

-fixed minors taking some bad advisors

-research/production tweaks

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v2.68

-tweaked focus order for commonwealth nations so that they prioritise manpower/industry focuses on historical mode

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v2.67

-production fixes, some countries weren't building enough troops early on

-much more marines for ♥♥♥, a bit more for USA

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v2.66

-made Germany wardec SOV again after taking the focus because the normal AI still bugs out
-vichy france should always be created
-decided to limit AI Japan from joining the Axis whether Germany is AI or not - it just messes up SOV AI up too badly and makes SOV very easy to take out.
-fixed the variant names for other nations in addition to GER, more balancing
-typo was preventing USA from embargoing Japan at the right time; it should embargo depending on how things go for ♥♥♥ and then ♥♥♥ takes strike the USA focus also depending on some other factors
-other tweaks

-USA/ENG/♥♥♥/GER have much more priority on transport tech, 2nd level tp tech is too important to miss
Many adjustments/scripts added to AI invasion logic.
-Japan should prioritise its pacific campaign better: go for the rubber islands first before invading Raj or NZL/AST etc. These are more like suggestions to the AI, it's still not going to blitz through the Pacific unfortunately.
-The allies should launch fewer separate invasions and when one is successful, they should be more likely to stick to it instead of continuing invasion spam elsewhere. Also fixed them queuing up invasions in random places like FIN/ROM/HUN which most likely just confuses the AI and causes more division shuffling. And minors allies of ENG shouldn't bother making invasions of their own unless they have an army to back it up.
-allied invasions are more dynamic while still making some sense: no point in invading axis while axis still has an overwhelming advantage (so - harder difficulties: allies more likely to invade early, normal difficulty: more likely to land during historical dates)
-UK should take care of the invasion plans in Europe - USA can reinforce them. USA should focus on planning in the pacific as the AI seems to have trouble invading in two continents at the same time. We'll see how this works out but I had good results with USA doing mass invasions across the pacific and UK handling Europe.

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v2.65

-Fixed Germany randomly not building enough units at the start so the war gets delayed.

-minor stuff fixed/tweaked

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v2.64

-fixed axis nations sending volunteers to other factions (I hope)

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v2.63

-the new combat log shows the names of the AI variants which were badly named so I added about 400 events, naming each medium armor/art variant for each major as they should be named. It's not strictly historical but German tank variants are called "Panzer IV Ausf. D"and so on. The others are just named [name] A - F though I might improve those later. Won't change the current names in your old save but the AI will eventually start building variants with the new names. HARM/HTD have generic names for now but I'm not sure the AI even builds those divisions right now. Other tanks are named normally by the AI.

-rebalanced the AI variants a bit

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v2.62


-fixed Japan joining Axis too soon.

-adjusted when Italy joins Axis

-fixed USSR trying to create a NAP with Japan too soon and also causing it to delay invasion of Finland

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v2.61

There could potentially be some weirdness with old saves (from v2.6) due to major changes.

-Germany builds screen ships instead of subs to help it invade more.

-reworked diplomacy scripts so there are no AI national ideas preventing it from joining a faction anymore except for USA

-made use of new ai commands to replace some old solutions to AI problems like AI invasions

-added scripts for continent prioritisation that should make the AI more logical and react to certain situations better

-production balancing.

-Japanese-Soviet NAP will be created later when/if USSR goes to war with Germany.

-Germany should call its allies to arms faster.

-many small fixes

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v2.6

The new patch threw many things out of balance in this mod so I've had to readjust a lot of stuff, especially with air production. I've run enough test to see that nothing crazy should be happening but I doubt everything is fixed. Consider this version more of an open-beta right now.

-AI research is improved a lot with the help of a new modding command. Got rid of an annoying issue with the AI not selecting any tech from time to time.

-removed the event scripted land doctrine research system. With the new modding command I was able to script it using the normal AI research so that it still rushes land doctrine. Much better and it's more flexible.

-various things adapted to the new stuff in the patch/dlc

-Switzerland will no longer be invaded. Vichy France is back (unless the AI doesnt choose to create it randomly).

-AI ROM/HUN/BUL will join AI GER close to the historical Tripartite Pact dates.

-Germany and/or Italy will create non-aggression pacts with Nationalist Spain and Switzerland (helps the AI and I don't feel it's too ahistorical).

-Japan will create NAPs with the Comintern and it won't be cancelled until appropriate time.

-Invasion of Yugoslavia and Greece happen around historical dates (with Italy invading Greece and likely failing, then Germany coming in after it takes out Yugoslavia) unless they are losing of course.

-Winter War should happen in most games closer to the historical date.

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v2.525

-I think the reason weird stuff happens in some people's games is because something the player does causes WT to hit 100% before Germany even declares war on Poland, something that I rarely do in my normal games and something that never happens in AI games. The vanilla AI starts generating wargoals at 100% WT so it causes weird stuff like USSR declaring war on Poland and going to war with the Allies. I fixed the case where USSR declares war on Poland and also prevented it from going to war with Finland until late 39.

-just had USSR declare war on Romania and go to war with Allies on historical because PDX for some reason wanted to include a chance that the game goes to hell every once in a while. Fixed it (many others I fixed previously but if you see a country make a non-sense choice on historical, let me know)

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v2.52

-fixed minor issues with some production scripts

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v2.51

I wasn't happy with the AI having either AT support or one AT brigade in every division, not being able to penetrate anything except basic armor divisions without upgrades. It seemed like the only way because the AI in this game builds one template for all its infantry and giving every single division more AT is way too expensive. The current way was already too much for some countries like Japan who don't really need that much AT.

I learned some new things and I tricked the AI into thinking AT infantry is a another type of division like I did with with light/heavy armor so now I can create AT infantry templates with good piercing and set a division ratio for the AI separately from normal infantry. I think there are many benefits to this:

-Countries like Germany build a lower % of their army as AT because they want to have a lot of armor divisions.

-Other countries like France and UK which cant afford so much armor can have more AT divisions that have a chance at stopping the upgraded German armor divisions.

-As these AT templates are not so cheap that every AI major can produce them all the time regardless of the situation, I made it adapt a bit to how much its enemies or potential enemies are building armor.

-Minors won't have their divisions at low strength all the time (causing issues for AI's plan execution) because they are missing AT guns as the country cant afford it. Now it builds fewer AT divisions that should actually have good piercing or skips AT altogether if they are some minor in South America with no reason to build AT.

It does need a lot of AT infantry regardless because the AI doesn't know where to concentrate specialist troops, so it is intentional that some countries have as much as half of their infantry as AT types.

I also revamped template designs a bit. Standard infantry for majors is either 6/3 or 7/2 inf/art. Almost all majors use logistics for all their divisions now because I feel like it will help with their questionable army management. All minors use 20-width infantry again instead of the smaller ones using 6xinf.

-USA will now build up its army much more during the early years as it usually sits on tons of equipment without building divisions until it joins the war (which is probably historical but may lead to disappointing games).

-a lot of other production tweaks

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-fixed issue with Germany not upgrading to full inf templates because screw logic when it comes to template selection AI

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-AI was going a bit crazy with queuing up divisions, toned it down and reworked the production limits a bit.

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-removed African colonial nations from the base mod because it isn't necessary anymore and there are other map mods that can be used just to block off central Africa. Plus this mod should be compatible with other map mods now. The colonial nations is a separate addon now for anyone who wants to use it.

-uploaded an addon with more historical progression to the game. Not thoroughly tested and a bit of a work-in-progress.

-fixed majors going crazy on armor production later in the game

-------------------------

v2.40

I feel like USSR is too weak at the moment, so:

-switched their land doctrine to superior firepower

-it takes the lessons of war focus path before going for the anti-fascist path

-Fixed the vanilla AI scripting that handled Finland and the Baltic states. USSR should properly invade them ASAP after WT hits 100% if M-T pact is in effect instead of randomly delaying it for years and not being able to get the 5th research slot.

-fixed some USSR specific issues with laws or not garrisoning the border against ROM/HUN as Germany declares war etc

I want both Germany and USSR to be able to win in AI games with no bonuses. USSR should now definitely be a tough nut to crack for GER but if AI GER gets off some good encirclements, it can take out USSR as long as it does so before the allies invade Europe. I think the outcome favours USSR in most games. As usual, if you really want Germany do well, you have to give it massive bonuses (the in-game sliders are not enough if you want a scary Germany). Same goes for Japan and USSR.




-another pass at improving the research. Much more focus on AT and ART upgrades and less on infantry/support equipment.

-a lot of tweaks to production. AI will look at support/artillery stockpiles in addition to inf equipment before training more infantry later on. It will keep producing art/at equipment even with larger stockpiles because gettings the upgraded versions out is important.

-the AI runs into equipment issues early because it doesn't know that it should stockpile support or artillery equipment in advance before upgrading divisions so now it assigns more factories to those in the first few years

-Several adjustments to how AI decides when to execute its plans. Some AI settings in the vanilla game were preventing the AI from executing plans in obviously advantageous situations.

-if the AI has free CIC, it will start building AA in its home territory (usually late game when all industry has been maxed out)

-a lot of minor stuff

-----------------------

-AI wasn't switching its outdated templates to better ones fast enough

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-France didn't correctly build the AT infantry versions

-USSR takes the focus path that gives national unity so it doesn't capitulate so easily

-----------------------

-adjusted templates and build ratios

-I'm loading armor templates for all AI countries in 37 because it means I won't have to worry about those templates being bugged later which allows me to improve stuff in other areas. Obviously the AI will not build these templates until it has researched medium armor or heavy tank destroyers etc.

-USSR takes 'move industry to the urals' and 'defense of moscow' as soon as it can

-more priority on getting artillery researched

-some fixes

-----------------------

-added a cap for AI's strategic bombers at 4000 to reduce late game insanity
-more tweaks to the france-low-countries-germany situation
-other fixes

-----------------------

-added an event warning when the AI justifies a wargoal through event scripts towards a country controlled by a player because there won't be a normal warning displayed in the interface

-----------------------

-Fixed/optimized France's focus order, advisors and laws. I left them untouched previously just to reflect their historical performance but considering that Axis is so strong now, I don't feel like doing this would derail the game. They will take alliance with Britain focus at the same time as in vanilla but everything else has been reorganized. They will also definitely take both fortification focuses before the war normally starts in 39.

-Added some scripts that should help FRA and GER keep their fronts defended as the war begins. It's still probably going to mess up a bit but it shouldn't go into the war without having any border defense at least.

-Reworked how the early phase of the war progresses on historical mode. If Germany is AI, Italy will generally join after GER starts its push through the low countries. If Germany is fast enough, Italy might not even join until France is about to surrender so it is a bit more historical. The low countries *should* join the allies as they get declared upon by AI Germany so that they don't randomly surrender and give up their colonies to Germany.

The result should be much more historical. This is of course a bit railroad-y but I have scripted in plenty of checks to account for any ahistorical situations I could think of. As usual this is all meant to direct the AI, not change what the player can do. If you're playing Germany, you can invite Italy whenever you feel like it.

-----------------------

-Germany's trade law will go from free trade to export to limited based on their industry

-AI will now research some of the not completely useless techs towards late game when it has finished all the important tech trees.

-The zillionth attempt at beating sense into the research priorities of the AI. Should be much better now, especially in the early game. Couldn't make it work exactly like I wanted but it does at least go for the 37's industrial techs relatively fast.

-minors shouldnt bother with air force at all if they are out of land equipment (China...)

-Changes to how AI's armies scale compared to their industry. Before Germany would invade Poland with about 2,4 million troops, now it is more like 1,8 million. Smaller armies might improve the AI's performance due to less supply issues but at the same time it needs more troops to cope with it's terrible front management so I'm trying to find a balance somewhere between. It's hard to judge this without playing the game myself from every side as I change stuff so feedback from non-test games is very useful. They will still have A LOT of divisions for Barbarossa but I don't want to make extreme changes for now.

-With less infantry spam for the AI, I scripted medium armor limits separately so it can continue armor division production even when it has capped out it's infantry limit which generally means more medium armor divisions for majors.

-scripted Germany's war declaration on the low countries because the national focus is just inconvenient and often causes weird situations like Italy taking over France or Germany brute forcing its way through the maginot line. Sometimes Germany does this on its own but if it doesn't, the script will speed it along

-fixed an issue with USA not joining the allies plus other minor issues

-----------------------

-production balancing; Germany wasn't building enough air force

-added a tooltip description that explains when AI USA is willing to join the allies

-----------------------

-Adjusted template loading so that the early AI templates for majors only have recon+engineer+artillery support with 7inf/2art. They will then upgrade to full infantry templates later.

-----------------------

-Better advisor choices for minor nations. They should prioritise war industrialist > silent workhorse/land doctrine theorist > any advisors that boost their infantry > do whatever they want with the rest of their slots. I didn't do a complete rework on them like I did for majors but the important part is that they end up grabbing any of the good infantry advisors.

-Minors were building too much air force while low on land equipment. They should generally build up decent stockpiles of equipment and then start building fighters if they have nothing else to do.

-Added a couple of CIC to minors' starting construction queue.

-----------------------

Rebalanced air and naval production;
-A little more CV production for carrier nations.
-AI builds much less CV aircraft (vanilla AI builds 50/50 ftr/cvftr etc.). AI will now cancel their CV aircraft production if it has no carriers left.
-Countries with carriers no longer build land based naval bombers.
-tweaked bomber/fighter and capital/screen ratios

-more priority on field hospital and logistics company research for those nations that use them
-air doctrines swapped around for AI: BS for GER/SOV, SD for USA, OI for everyone else
-more dockyard construction for ♥♥♥ after china has fallen
-some adjustments to axis conquest logic
-random tweaks

-----------------------

AI templates:
-AI receives their proper templates in 37 (and upgrades to AT versions later) to make it more fair.
-Removed all the motorized and light armor trash template upgrades as they don't really serve a purpose anymore.
-CAN/RAJ/AST/ROM/HUN/SP use better 7/2 templates.
-A little more mountaineers/marine production for majors.
-I replaced UK/USA/FRA/ITA/♥♥♥ heavy armor templates with an elite version of marines or mountaineers: 11xmar/mnt, 6xart, 1xhtd. You won't get swarmed by 'space marines' as majors won't build more than a couple, if any.

-AI ITA should join AI GER a bit later just to avoid Italy sometimes getting into the war too soon.
-A lot of production balancing for SOV because once it starts converting to bigger Mass Assault infantry templates, it needs to be able to supply them with additional equipment.
-UK has more priority on commonwealth focuses.
-Many small fixes and production adjustments.

-----------------------

-fixed USA joining the war too early. It stay out until 1942.1.1 unless it is attacked or things go badly for the allies.
-----------------------

-Tweaks to make the AI stop its offensive when it's division strength starts falling so that it doesn't dig itself into an even deeper hole with its falling stockpiles. I fixed the behaviour where the AI constantly sends its units to fight with 30% strength so now it should properly push for a while and then stop to regain stockpiles/planning before making another push.

-AI is smarter about where to build factories:
home states unbordered by other nations > bordered home states with no enemy neighbors > unbordered non-home states > bordered non-home states with no enemy neighbors > any state that can be built in. USSR prioritises central Russia for factories. Obviously great for USSR, less of an effect on other nations but it can help.

-Scripted the AI's trade law selection just like conscription/economy and went through all the law scripts again to make it more logical e.g. UK shouldn't bother increasing conscription law right at the start when it should change to free trade instead.

AI trade laws go something like this:
*minors always use free trade
*Germany always uses export law
*USSR/USA/ENG/FRA use free trade and switch to export focus once they have a decent amount of MIC. Likewise for ITA/♥♥♥ with export/limited.

-Adjusted advisor choices and made the AI more likely to pick them in a better order. PP gain unless GER > industrialist/land doctrine theorist > various depending on the nation

-AI can research late game techs like modern tanks and jets earlier because they probably have nothing else to research.

-----------------------

-AI uses harsh occupation laws instead of gentle (it doesn't know how to change occupation laws at all) so it gains more resources and factories now. The order of the laws in the interface is reversed but otherwise unchanged.
-AI uses wings of 200 planes.
-Changed air force behaviour so that (based on not enough test games) it seems to place its fighters/cas/tac a bit better. Germany doesn't lose its entire air force by the time it goes to war with USSR as it did before and it seems to contest air regions in more useful places.

------------------------

Should be compatible with old saves.

-AI won't go far into negative stockpiles while building up their army during peace time after 39. Countries in general should not get caught in a sudden war with huge deficits because they queued up 40 divisions.

-Tweaks to aircraft production so that it is smarter about when it should reduce air production due to low army stockpiles.

-AI invasions: as per yossarian's suggestion, I'm disabling naval invasions selectively for the AI on historical mode: GER/♥♥♥/USA have invasion ability from the beginning. Every other nation has it disabled at the start. ENG/CAN/AST can invade after 41 at the earliest based on various circumstances and after 44 at the latest. The rest of the majors will unlock invasion ability after 44.

This should limit the invasion spam and stop UK in particular from suiciding troops trying to invade Germany on its own. On harder difficulties ENG/CAN/AST are more likely to get invasion ability earlier because of their strength.


-Japan might be better at island hopping and Germany on harder difficulties is more likely to make some (weak) attempts at invading England.

-If Germany succeeds in conquering USSR or it is otherwise not a threat, it will start building dockyards and a proper navy. Similarly Japan will increase dockyard construction if it has taken over Asia.

-Japan will eat up NEP/BHU/TIB if it has nothing else left to do in Asia.

-fixed AI not researching naval techs properly, especially later in the game

-Enabled nuclear tech researching for the rest of the majors in 44 (USA can start in 40) and majors may research and build strategic bombers after 45 if they have nothing else to do to spice up the late game. Don't expect any nukes to fly around except from USA until the game approaches the 50s and even then it's probably not likely.

-rewrote the construction scripts to be more versatile when prioritising homeland construction over colony/occupied territory construction

-Germany will build a 'fortress Europe' after it has taken France. Anti-air, RADAR and coastal forts along the Atlantic coast and inland areas. Probably won't do much, knowing the AI but perhaps the anti air will help it against strategic bombing a little.

---------------------------

-tweaked some stuff that caused weird AI production on higher difficulties, could make Germany significantly harder now

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-added in more checks to make the AI's research more efficient so that it is less likely to research low impact techs while better ones are available

-less priority on armor research for ITA/♥♥♥/FRA, they should start building medium armor much later

-fixed a bug that caused France to research a lot more land doctrine than they should be able to

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-AI will now build both DD and CL again like in vanilla. Depending on the nation it researches DD, CL, BB, CV and/or SS. Extra priority on getting the 36's models researched.

----------------------------

-I don't like doing this but I've made AI Germany always conquer all of France on historical instead of creating Vichy France. It was already wrong that Vichy joins the war so that wasn't very historical anyways. The real problem is that the puppet state is devastating to the Axis AI when Allies like to invade Vichy France. It leads to endless front issues for Germany as it won't create a front anywhere that isn't directly connected to German territory and it will eventually delete any front that loses its connection.

-bunch of fixes

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-fixing various issues with AI's production such as USA randomly refusing to build armor for no reason

-minors will go much more heavily into fighter production after stockpiling a lot of infantry equipment as they usually do

-increased USSR motorized equipment production so it can support its armor buildup better

-decreased light tank division production across the board

------------------------------

-The AI won't take focuses that for example give research bonuses to fighters when the AI hasn't researched fighters 1 yet. Same for armor and ships to avoid it wasting bonuses on the wrong techs, at least for the most important ones.

-When the AI does have bonuses for aircraft, ships or armor, it will take advantage of it and research a tech up to 1.5 years early.

-Fixed USSR sometimes not taking advantage of the research treaty and not producing enough armor divisions.

-More priority on researching fighters and cas. Not uncommon to see the AI research 44's fighters in 42 if it has a tech bonus.

-Less focus on support weapon techs.

-Reorganized the AI's focus order in general just to make it more efficient.

-Japan will invade and annex Siam instead of puppeting it. It's terrible for the Japanese AI because it won't invade Singapore through a puppet's territory. And it causes bad things on the Raj front if Japan's front loses its connection with the enemy due to Siam and China taking up most of the border.

-Heavily reduced AI's tendency to invasion spam so it shouldn't queue up 5 invasions into Europe at the same time.

-A little bit more medium armor for SU, less heavy armor for USA/GER/SOV

-A lot of other fixes and improvements to equipment production or diplomacy etc.

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-fixed AI not building cas templates
-adjusted Germany's air production to be more like 50/50 fighters/cas

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-fixed Germany not rushing into medium armor 2. It should often have it in 39.
-expanded the scripted variants to CAS, TAC, HARM, HTD. Adjusted all the variants to be... better.
-remade the heavy armor divisions into what I feel is a reasonable compromise between cost and usefulness. 5xinf 2xharm 1xhtd 2xmspart. Same price as medium armor divisions but later when the AI has improved h-arm and h-td with upgraded variants, it should have an edge vs medium armor in combat.
-scripted some random variance to USA/GER/SOV's armor ratio between medium/heavy. It's still going to prioritise medium armor but it might have a significant fraction of heavy armor instead of the odd 4-5 divisions it built before

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-Fixed AI not building modern armor templates. Slowed down the rate at which the AI upgrades templates to stop it from converting its entire armored force in modern tanks without having any equpiment for them.

-Adjusted division production caps to make minors to build smaller armies so their expeditionary forces don't drain the majors' manpower too much or lag out the game and majors to not rush into building such a big army that they have switch to harsh manpower laws so early. Most minors will build at most 50-55 divisions unless they become majors. A few of the bigger minors like China, Raj and Spain can build up to 150 divisions.

-Adjusted how AI decides to upgrade its manpower laws and when to build more divisions based on manpower. AI will upgrade its manpower law when it falls below 150k MP and when it has service by requirement/all adults serve/scraping the barrel it won't be so eager to train new units

-USA still refused to research strategic bombers sometimes... hopefully it should happen rarely if ever now.

-Fixed some scripts for armor production and other production scripts that could have caused problems.

-AI Germany will not invite AI Nat. Spain into Axis until USSR has fallen or is otherwise out of the picture to prevent giving the allies an easy place to land.

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17: adjusted AI's willingness to send expeditionary forces. Disabling them is not really a good idea as it messes up some AI behaviour but I lowered it to the point where Italy should keep its divisions (and therefore do a better job at defending its lands where the allies often like to invade) and smaller countries will still lend their forces to the bigger countries.

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16: a couple of AI behaviour problems fixed... I locked it from modifying medium and heavy armor templates because it would sometimes actually switch production to those ruined templates. Also USSR should avoid getting any ideas about invading Japan when it is still at war with Germany and its not winning.

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15: Fairly big update, I hope nothing is broken. To sum it up, it is smarter about producing stuff and using it, it is more aggressive both diplomatically and front management wise, Japan will do better in China, USA will conduct strategic bombing against the Axis, historical mode is more historical except for a couple of things that are necessary to give the AI a better chance.

-Made a tweak to the basic infantry templates that should help the AI in early wars... it doesn't make sense that Japan and China would be using anti tank so early. AI basic infantry will be upgraded to have anti tank at a later date or when their enemies or neighbours have significant numbers of armor.

-Increased convoy production because AI was struggling with trade, troop transports and invasions later on.

-Disabled fallback lines for AI because it rarely uses them correctly. Better that it keeps its units on the front line instead.

-Tweaked armor building scripts. AI should build much more if it has stockpiled a lot of tanks (usually in the case of USA or Germany after it has conquered USSR). Should also be more likely to build modern armor in late game (because by the time AI researches modern tanks, it might have already reached the division cap and wont build new armor until it loses divisions).

-USA has more priority on researching and building strategic bombers (it should build quite a fleet of them now).

-Adjusted AI air behaviour to make it use those bombers... after a fashion. USA should definitely bomb the Axis nations. Also adjusted how it uses the rest of its air force. It should make more of an effort to take air superiority in useful places. Japan for example will at least provide some air support in China now, even if it does a poor job of it.

-AI will build more air force in general if it has a surplus of other equipment and it doesnt go to such extreme lengths to cancel its whole air production when it starts having shortages.

-AI is less concerned with the planning bonus and more with unit organization and strength when executing plans. This means it should be more aggressive in general, deal with invasions sooner before the enemy gains a foothold and so on but it should also halt its offensive if its running out of equipment or org.

-AI will use its fleets more to enable its invasions. Should be a massive help to Japan in China.

-Minors that gain a major status will start researching medium armor and build it as well has switch to a more fitting production profile.

Historical AI:

-Rewrote much of the AI diplomacy logic that I previously made to be more versatile and more watertight in case of general randomness.

-Germany will take out Denmark before going for France.

-National focuses are inconventient for directing the Axis conquests of minors in Europe as they take 70 days vs 25 days or less if you simply justify wargoals which is what I always end up doing. I scripted the AI to "justify" wargoals on Denmark, Yugoslavia, Greece and Switzerland. This cost political power and time just like normal justification but it just doesn't give a warning of the action in the interface.

-China won't randomly cede territory instead of starting the war on historical.

-Neutrality of Spain(s) is ensured until the civil war is over to avoid it pulling Germany into a war with USSR.

-Between AI GER and AI ITA/HUN/ROM/BUL, Yugoslavian territory will be handed over to Germany after capitulation because Germany tends to abandon that front otherwise, stalling the invasion of Greece.

-Japan will not go to war with USA if it is at war with USSR. Japan will not join Axis (and go to war with USSR) unless USSR has fallen or is losing the war OR Raj has fallen.

-USA will (likely) join allies if England is being invaded, it is 1942.1.1, USSR is at war with ENG or USSR has fallen if USA didn't join before that for normal reasons.

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14: -added an option to make only Sahara impassable.

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13: -fixed error spam in the log, AI queuing up buildings in states that it doesnt control any more, other potential loopholes where the AI might derp in rare cases

-Some template adjustments for majors.

-For minors, I split them into two groups. Medium countries receive the usual 10xinf template while the rest receive 6xinf templates due to their low manpower pools.

-Diplomacy fixes... Axis won't declare on Spain unless USSR has fallen etc.

-More fighter production if the AI has an excess of infantry/artillery equipment, mostly for situations where Axis has taken the continent but has to defeat allied air force.

-More more more priority on industry techs. AI can research them up to half a year in advance and now they should be much better at actually choosing to research them rather than ending up researching concentrated industry 1 in 1939.

-Overhauled the construction scripts. Most majors will build a couple of CIC at the start. USSR will build a lot more CIC. Japan and UK will build some docks as well. USA will build more docks until they switch out of isolation policy. Germany will build some synth factories.

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12: -Enabled division upgrading for AI now that I've fixed issues with it 'upgrading' to worse divisions. It will eventually upgrade out of all its default templates for garrisons, infantry etc.

-Took motorized production away from AI. There's something weird going on with it that caused it to make 50+ motorized which is a complete waste.

-I've put in a lot of effort to make historical mode more historical.

1) UK will guarantee BENELUX countries at the start.
2) BENELUX countries will never join a faction unless attacked (to stop them from randomly joining Allies while Germany is dealing with Poland).
3) Germany won't justify on BENELUX until it has dealt with Poland.

These changes are put in to make sure Germany avoids a two front war that allows the Allies to get their defenses up in the low countries.

4) Finland will not join a faction when declared war on.

This should completely prevent Finland from dragging USSR into a war with either the Axis or Allies.

5) Finland will most likely join Axis when Germany takes the war focus if Norway capitulated and USSR took their state.

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11: -updated for 1.2.

-in historical mode there should be less situations where the war starts over something dumb like Italy declaring on Yugoslavia and dragging SU into the war, or SU invading Finland for the second time and starting the war early

-production is better in some areas and worse in others because of the patch. Majors tend to build too much special forces, light armor and motorized even though I have done what I can to limit it ("too much" = 10-20 divisions of each out of 400 divisions). On the other hand countries are better at managing their production and should result in better armies.

-Axis in general seems very strong after the patch. It's very common for the Soviet Union to fall now whereas before it rarely happened. I'm considering making the SU stronger by making it research superior firepower instead of mass assault or something.

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10: -Adjustments to the production AI. It seemed to focus a bit too much on infantry equipment so it will now scale down the production a lot in favor of artillery/support equipment if it has more than 30k infantry equipment stored (in addition to the normal scripts I made that scale down infantry equipment production when it has over 5k stored).

-Reduced importance on antitank equipment production.

-Fixed an issue with nations that were previously overrun and had 0 divisions left not restarting division production.

-Most majors won't bother with the 34's heavy tank, they will reseach the 41 tier later instead.



These changes are for historical AI only:

-Germany and SU often didn't declare war on each other even though they had finished the war focus on each other, I scripted it so that if a war focus is taken between these two, it will 100% start a war for the AI. The AI should not have taken these focuses in the first place unless it met the conditions where it was ready for the war.

-AI GER won't take the SOV war focus unless Axis controls all the coastal areas in Italy and on the Atlantic side if it went to war with France (in addition to the previous triggers).

-Made adjustments to the Axis AI to help it progress through conquering France, Denmark, Yugoslavia and Greece in a manner that works better for the AI. It should take these countries one by one (except in the case where Italy sometimes likes to declare on YUG just because).

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9: -Reworked all the major templates. Majors now use a mix of 21/20-width divisions and they are more specialized for each major. Countries like Germany and USA tend to have more expensive templates compared to countries like France and Italy.

-If China is controlled by a player, the other Chinese minors won't receive templates anymore to prevent the player from getting free templates later when they unify.

-Adjusted AI tank/spart variants to have more reliability.

-France giving up Indochina should be more likely.

-Fixes to some minors not building the correct templates.

-The usual tweaks to AI priorities.

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8: -Scripted land doctrine research for the minors as well and got rid of land_doctrines.txt

-Bandaid fixed a bug in the vanilla game when loading templates that had some unfortunate consequences for this mod. If you never save/reloaded before the war began, the player had a major advantage.

-More historical names to majors' AI templates instead of generic names, mostly the same as the vanilla names.

-Gabon in Africa is owned by France again. The tiny Spanish colony is neutral instead.

-Tweaks to diplomacy when using historical AI. Italy won't join axis until Poland has fallen (or is in axis). Japan won't join Axis until France has fallen (or is in Axis) IF GER is controlled by the player. IF neither is controlled by a player, Japan usually won't join Axis until Germany 1) is ready to go to war with SOV 2) is already at war with SOV 3) is in faction with SOV.

-A lot of small template adjustments, AI production priority tweaks, better research priorities etc.

In my tests, Axis seems to perform somewhat better now but as usual it's too random to tell for sure. I think you should have quite a bit more difficulty against the AI with the template bug fix if you're the type of player who plays from 36 to 41 in one session. This is compatible with old saves but ideally you want to start a new game.

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7: While the AI did an ok job at researching land doctrine, it would still often stop just short of finishing the tree and take way too long to get the last techs that give massive bonuses. Instead I took it off the AI's hands and scripted land doctrine research for all majors except France in a way that doesn't give the AI cheats. In short, unless you dedicate a research slot completely to land doctrine, you will fall behind compared to the AI.

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6: Fixed a bunch of template downgrading bugs for minor nations. Spain in particular was crippled by it. Others: AFG, BEL, DEN, FIN, HOL, NOR, POR, SWE, TUR. Also a smaller template downgrade problem for GER. Spain in particular should be significantly more powerful if it joins the war.

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5: another attempt to make the AI reliably focus on land doctrine...

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4: more scripting to ensure smarter armor production for the AI, some tweaks to minor nation techs/focuses

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3: minor fixes

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2: added more weight to building screen ships for AI, AI's tank/fighter/ship variant upgrades are partially handled by scripts so it will have more competetive units

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1: switched AI screen production to light cruisers and reprioritized tech weights
Last edited by Kondi; Dec 20, 2017 @ 4:07am
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Showing 1-1 of 1 comments
[SOT]Krafty Aug 21, 2016 @ 9:29am 
for a bandaid till the better modding commands come along in some patch down the road, just script them the techs every 270 days or whatever...AI needs all the help it can get really
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