Tweaks to Japan AI Lower 1918 Infantry default morale and organization Chinese Industry relocation events now evacuate more of the IC provinces JAP AI will now seek to land in support of the drive from Northern China rather than open a second front in Guangxi. Lowered effectiveness of Logistical Strike mission Increased manpower gained by UK during gearing up for war events Increased starting manpower pools for Nationalist China,UK,USSR,Italy and USA Refined AI assignment of sliders in case of low manpower AI now cycles builds through the build queue regularly to ensure all builds receive some IC AI will no longer lengthen serials if build queue is too large AI will operate within provinces with infrastructure damaged under 10%, but not in provinces with max infrastructure at 10% or lower Fixed a bug where trade convoys could be set up from a country at war with one of the trade parties Added locked garrisons on UK and Japanese Home Islands Missing tech team pics (Pioniere) Integration of updated ministers and leaders Some new minister,leader,tech pics ( credits to Vaximillian, Leonaru,Bestmajor and Kunadam. ) Added Pioniere's province pictures Increased AI research preferences for doctrines trees High IC majors will now build nuclear reactors and rocket test sites Disbanding a division will return its supply/oil to its supply province stockpile, a division killed in combat will return half ( only applicable for land units ) Increased MIL manpower,supply consumption,decreased morale and organization Typo in USSR.txt - max org = organization Reduced Croatia revolter territories to avoid "trapping" German units in Yugoslvaia,confusing the AI Corrections to invasions and strait calculations AI fleets should no longer be able to move fleets behind straits if distances too great ( German invasion of Ethiopia while Suez and Gribraltar straits still British ) Fixed an issue where upon removing an oil using brigade from a non oil using division would cause a residual infinitesimal consumption that would never go away ( permanent out of oil status ) Corrected an instance where the same delayed events could fire multiple times Adapted some tech effects to properly display digits ( among them supply and fuel consumptions,morale,org,manpower ) England AI will keep more troops home when at war Additional info shown by "debugAI" command If low on manpower during wartime the AI will refrain from building more units and focus more on reinforcing and upgrading existing units Fixed a number of problems relating to event commands receiving the -1 parameter Added Org penalty to the USSR Great Purge effects,increased dissent for not choosing Purge and delayed Purge recovery if Germany has not yet attacked. Implemented system for detailed AI attachment preferences. Details in event commands.txt, "military" section USSR Great Purge recovery events now properly slept when choosing not to purge Purge Recovery will conclude on its own early 1942 if no Barbarossa or unsuccessful Barbarossa AI now properly assings IC to the Infrastructure slider in peacetime as well Toned down USA's naval builds Updated model names ( Courtesy of the "Several naming issues" thread contributors ) Uploaded additional propaganda pictures Added new misc.txt variable, _EV_CORE_PROV_EFF_RISE_TIME_, influencing efficiency regain in liberated core provinces Fixed a CTD when attempting to delete land/naval/air units when no land/naval/air units exist any longer Fixed a CTD when attempting to delete land/naval/air units when no land/naval/air units exist any longer Phillipines now more moderate stats Fixed an issue where the AI would advance recklessly from beach-heads Fixed an issue that would sometimes cause the AI to move units between two fronts on the same landmass as if they were crossing friendly territory AI: Offensive Supply now only used when needed. AI: Slider mechanics reworked Reduced Guangxi Clique aggressiveness towards Nationalist China Toned down espionage AI of majors Added "revolt_risk_mult" variable to the ai_file_doc.txt documentation Further tweaks for Japan AI Commented out obsolete events USSR's handicap moved from GDE to Morale Modified some AI choice chances more towards historical Redone AI assignment of production sliders AI should now build synthetic oil plants when feasible and needed If insufficient production IC, AI will now delete some builds AI will now move any provincial builds to the bottom Garrison AI should now seek to relinquish mobile units more Added additional information displayed for "debugAI" console command Cavalry considered mobile unit by the AI Added New Event Functionality TRIGGERS: ispuppet = [Country Tag/-1] # True if tag 1 (or country calling event if -1) is a puppet of another nation puppet = { country = [tag 1/-1] country = [tag 2/-1] } # True if tag 1 (or country calling event if -1) is puppet of tag 2 (or country calling event if -1) alliance = { country = a/-1 country = b/-1 } # checks if a (or country calling event if -1) and b (or country calling event if -1) is in the same military alliance access = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is granting military access to tag2 (or country calling event if -1) non_aggression = { country = [tag1/-1] country = [tag2/-1] } # checks if tag & tag have a non_agg_pact active (-1 can be specified for either tag to reference the country calling the event) trade = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) and tag2 (or country calling event if -1) have an active trade agreement guarantee = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is guaranteeing the independence of tag2 (or country calling event if -1) war = { country = a/-1 country = b/-1 }# checks if a (or country calling event if -1) and b (or country calling event if -1) is at war lost_VP = { country = [tag/-1] value = X }# X% or more of _owned_ VPs in enemy hands (if tag is set to -1, reference the country calling the event) lost_national = { country = [tag/-1] value = X }# X% or more of national provs in enemy hands (if tag is set to -1, reference the country calling the event) lost_IC = { country = [tag/-1] value = X }# X% or more of national IC in enemy hands (if tag is set to -1, reference the country calling the event) military_control = { country = [TAG1/-1] country = [TAG2/-1] } # true if TAG2 (or country calling event if -1) has military control over TAG1 (or country calling event if -1) losses = { country = [TAG/-1] value = x } # true if country TAG (or country calling event if -1) has suffered at least X times 1000 number of losses in MP (ex. if X is set to 1, this event will fire when the countries total MP losses reach 1000) province_building = { province = [ID] building = [building type] size = x } # true if province ID has a building of [building type] that is at least of size X, use following values for building: 1 = IC, 2 = coastal fort, 3 = land fort, 4 = AA, 5 = infra, 6 = air base, 7 = naval base, 8 = radar station, 9 = nuclear reactor, 10 = rocket test, 11 = synthetic oil, 12 = synthetic rares COMMANDS: type = peace_with_all which = [country tag/-1] # specified country (or country calling event if -1) signs peace a white peace with all countries it is at war with type = end_non_aggression which = [country/-1] where = [country/-1] # end a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event) type = non_aggression which = [country/-1] where = [country/-1] # create a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event) type = end_trades which = [country/-1] where = [country/-1] # end all trade agreements between these countries (-1 can be used for either tag to reference the country calling event) type = end_guarantee which = [country/-1] where = [country/-1] # country 1 no longer guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event) type = guarantee which = [country/-1] where = [country/-1] # country 1 now guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event) type = grant_military_control which = [TAG] # grant military control to nation TAG type = end_military_control which = [TAG] # end military control to nation TAG Removed AI Guangxi-KMT war ( fictional ,historically known as Guangdong-Guangxi Incident, not an armed conflict ) Lowered IC for Chinese factions Adjusted Chinese "Move industry to interior" events to match new IC values Updated "manpowerpool" command with new functionality : "which = 1" makes "value = x" be used as %x of daily manpower gain Province recovery now 270 days again AI transport fleets should always have screening vessels accompanying them Reduced daily manpower gain by 1/3 Reduce the supply distance improvement from logistics techs Moddir tech team images in the intel screen no longer require dummy files in the main installation folder Fixed Line Gearing decrease to use the correct variable. Tech pictures and province images now properly work with moddir Brand New Japan AI Fixed Land Pathfinding, so that it finds better paths Fixed loophole that could cause Marco Polo Bridge Incident ( start of 2nd Sino-Japanese war ) to not fire AI will now be more careful before moving into low infrastructure provinces Siam revokes military access to Japan when it makes peace with allies. France and UK now gain hawk lobby and interventionism moves if either Germany or Italy invades Republican Spain during the Spanish Civil War Toned down minor countries' espionage activity ( was un-historically high and effective ) Toned down minor countries' naval builds and revised air and land builds Invasion AI will now favor Infantry divisions for naval landings more Production Acceleration - Fixed a bug that caused the acceleration IC penalty (x2,x3) to be reapplied on every reload Puppets and Expeditionary Forces - Expeditionary forces can only be exchanged between the puppet and its master,nobody else "money" trigger added in the event commands.txt Fixed a bug with auto-leader promotion always promoting to Field Marshall Reduced Operation Torch USA army requirement from 120 divisions to 50 divisions Fixed a bug with "under_attack" trigger that caused it to fail if the event's country and the trigger country were at war. AI now promotes leaders to proper rank to activate HQs Updated tooltip text for inactive HQs 2-frame HQ symbol with 1 frame for inactive HQs IC increment at which tech slots are gained now moddable, found in misc.txt "research" section Tweaked build AIs Changed fallback type of "infantry" to "militia" instead of "garrison" Updated the AI documentation with "extra_convoys_war" and "extra_convoys_peace" Merging all trades from all countries should now work properly Trading naval units between countries now correctly carries over the stats of the naval attachments as well switch_allegiance and delete_unit commands now correctly affect the desired percent of units specified by the "when" clause supply_dist_mod now correctly results in better ESE the higher value it has "largefront" variable ("front" section of AI script) now active. Details in ai_file_doc.txt New console command : debugAI. Lists AI info when clicking on a province controlled by an AI country. AI will now also delete builds if the current build queue overproduces a unit type when compared to the desired AI build scheme in effect. Modifications to build queue management to take into account fallback types ( if MOT isn't buildable, but present in the build preferences, build INF instead) New variable in "misc.txt" for moddable maximum number of tech slots Preferences for units that cannot be built will be ignored rather than be transfered to a unit type The dig-in bonus of land units will no longer lower the defence efficiency of bombers Fixed a bug that prevented the secret tech info pop-up from showing when hovering the cursor over secret techs The "save games" folder is created automatically if missing upon starting a new game Denniss's model name corrections Added new economic variable _EV_CAN_CHANGE_IDEAS_ to misc.txt that enables or disables manual idea change by the player It is now possible to specify the national ideas with which a revolter starts in "revolt.txt" Added starting ideas to Nationalist Spain revolter Only fleets with ASW capability are considered potential ASW fleets ( no more hunting subs with BBs ) Implemented "money = " trigger that works like the rest " = " triggers. Dissent increasing coup chance now fixed Fixed bug in switch_allegiance Uploaded Andy's December 12 files pack Transport planes now max length = 3 Fixed some CTD issues Fixed AI leader assignment to garrisons Further GER AI tweaks Organisation and Default Organisation specified in "*.inc" files is now correctly taken into account and no longer replaced by the standard values. AI will now build infra in limited amounts in key resource/IC provinces AI will now refrain from assigning higher skill commanders to GAR AI will now avoid assigning ARM/MEC/MOT to garrison duty The "delete_unit" and "switch_allegiance" commands now work properly. Added "when = [percent]" clause for automated deletion or switching of set percent of nations' land/naval/air corps. Added extra texts for "delete_unit" and "switch_allegiance" commands with extra "when" clause Updated "delete_unit" and "switch_allegiance" commands in "event commands".txt Hungary now becomes a puppet of USSR when it surrenders to it A Lend Lease event now correctly gives rather than takes metal from USSR Fixed an error in loading moddir savegames Fixed an error when attempting to host a multiplayer game from a savefile Corrected received sum of money by UK in Lend Lease event Countries annexed will no longer count towards espionage priorities Treaties with start date set after the scenario date will be ignored Fixed misaligned "send to escorts" button for destroyers if they have a modded attachment limit higher than 1 Further AI leader assignment improvements Leader promotion is now FREE! AI now properly promotes leaders on the spot when needed Germany AI places more emphasis on mobile units Naval AI now only selects Destroyers and Escort Carriers for ASW missions