#AI

#The AI basically re-organizes the AI's priorities in wars, mainly to avoid attrition and choose battles strategically, as well as defending their territories more aggressively.

#It is possible to load multiple AI files via multiple "ai = xxx.txt" lines in scenario files.
#When loading a second AI file via event or via scenario file, the old parameters will remain in place
# except where overwritten by the new file.
#That is, one could make a file that contained only "ferocity = yes" or "expansion = 5" and those would be the only
#changed parameters after loading. (The same effect can be gained by using the "ai_set" event command.)
#
#However, it is not possible to add or remove an item from a list (e.g. "area" or "combat") using this method.
#To change lists on-the-fly without coding them from scratch, use the "ai_add" and "ai_rem" event commands.

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#Where the AI will attempt to colonize
area = { }
region = { }
continent = { }

#Where the AI will NOT attempt to colonize. Area/region/continent lists take priority over ignore list.
ignore = { }

#negative = no colonization, 0 = only in owned provinces, above 0 = expansionist (related to value) 
expansion = (0.0 - 100.0)

#100 = Total warmonger, 0 = absolute pacifist
war = (0.0 - 100.0)

#yes = Nation fights to the death, no = Nation will try to get out of wars
ferocity = (yes or no)

#if possible we WILL go in any religion available in the religious subgroup
sreligion = (yes or no)

#Which countries to conquer if possible. (to guide nation historically)
combat = { } (nation tags to conquer)

#How important is naval tech. Above 1.0 = preference for naval and lower investments in land tech
naval = (0.0 - 100.0)

#yes = Prefer galleys
galleys = (yes or no)

#How important is it to gather troops close to base
base = (0.0 - 100.0) #recommend really low value, like 0.1

#How important is it to be as close to target position when gathering troops.
front = (0.0 - 100.0) #recommend good sized value, like 5

# % of the time we prefer to establish a tradingpost if both are good.
tradingpost = 10

# The amount of provinces we try to colonize at the same time
expansion = 3

# Bonus for areas to establish colonies adjacent to previous ones (positive for bonus, negative for penalty).
neighbour = 1

# Bonus/Penalty for establish colonies adjacent to other countries (positive for bonus, negative for penalty).
enemies = 0

# 100 = max trader rate, lesser means slower focus on sending a trader.
traders = 100

# 100 = Total monopolist, will refuse trade as much as possible.
monopoly = 25

#Evaluation factors for conquer plans, to pick which provinces to attack
conquer = 
{ 
	# low values go after all provinces, high values go after only rich provinces
	enemy = (0.0 - 100.0) #small nations should keep this value high, expansionist nations shouldn't care 
	# low  values mean numerous seiges, high values mean one huge dogpile
	supply = (0.0 - 100.0) #I hate dogpile tactics myself, and put this really low
	# low values keep troops close to home, high values don't
	distance = (0.0 - 100.0) #small non-expansionists should keep this low to be defensive, expansionists high 
	# low values don't care if your provines are occupied, high values prioritize liberating your provinces 
	owner = (0.0 - 100.0) #small nations should keep this high, they can't afford to have their provinces occupied
	# low values avoid high attrition provinces, high values don't care
	notsupply = (0.0 - 100.0)  #depends on your preference, though Spain should have a high value for the Americas
	# low values keep wars mainly defensive, high values make you extremely aggressive
	base = (0.0 - 100.0) #warmongers need this high
} 

#Modifiers for garrison plans 
garrison = 
{ 
	# low values keep troops stationed in low or no fortress provinces, high values keep troops near the largest fortress you have
	fortress = (0 - 100.0) 
	# low values don't acknowledge the strategic value of a province in deciding where to garrison, high values do
	strategic = (0 - 100.0)
	# low values don't care if a province is big or small, high values do
	size = (0 - 100.0)
	# low values don't care if a province has a good supply amount, high values do
	supply = (0.0 - 100.0)
	# low values don't care if a province is occupied by you, high values do
	war = (0.0 - 100.0)
}

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