# NOTE: Parameters marked "CHANGE" or "NEW" are not yet implemented.

switch = [yes/no]			# Default is "yes". If turned off, the AI will not automatically try to switch to a more appropriate AI file every year.

# Inter-Agent distribution variables

flags = {
	testflag = yes
	invade_albania = no
	assist_finland = no
}

# Modifier to chance that country will accept a demand for territory.
claim_acceptance = X 

# The countries we will demand territory from if we have claims on them.
demand_claims = {
	EST
	LAT
	ROM
	LIT
	FIN
}

# The countries we will set free if we control their territory.
liberate = {
	LIT
	FIN
}

# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = { 
	ROM = 8
}

# Country tags listed with a value specifying how much we want to destroy them.
combat = {
	ENG = 60
	FRA = 70
}
# Countries listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence.
protect = {
	TUR = 100
	DAN = 100
}
# Countries listed here are considered our natural allies. We will try to influence them and ally with them.
befriend = {
	TUR = 100
	DAN = 100
}

# Provinces with an assigned priority. These are strategic goals for the AI (it will try to take them in wars and demand them in peace treaties.)
target = {
	324 = 50 # 1 - 100
}

infrastructure = 0.1	#max % of ic used on province repair slider.
upgrading = 0.1			#max % of ic used on this slider.
reinforcement = 0.1		#max % of ic used on this slider.

desperation = 0.3	#If more than this % of ic is occupied by enemy, panic and build militia hordes.

ferocity = yes #prevents ai from accepting peace deals

# The ETA at which the AI uses strat. redeploy.
strat_redeploy_threshold = [days]

# Proportion of divisions that may be strategically redeploying at the same time. Default: 0.25
max_redeploying = X

# if the ai should use offensive supply
use_offensive_supply = yes/no

# only use offensive supply if the fuel needed for it is less than this divided by unit strength. Default: 100
max_fuel_offensive = x

#if ai should evacuate troops from island with low value
evac_islands = yes/no

# The "war monger" value affects the propensity of a country for declaring wars:
war = 50

# The tendency of a nation to create and accept alliances, and accept military access. The higher the value, the more "neutral" the nation. NOTE: this does not affect the tendency of a nation to start wars.
neutrality = 0 # Total neutrality at about 100 to 150

max_front_ratio			= X		# The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios = { 			# Override the default against specific countries. Ignored against humans.
	FIN = 2.0 
	... 
}

# Proportion of our land divisions that we are prepared to relinquish control over.
# NOTE: Do not set too low - the AI must be allowed to give over control of its forces in "allied war zones". Default: 0.75.
exp_force_ratio			= 0.75

#controls how much forces ai can send to different countries (not implemented internally)
exp_force_ratios = {
	USA = 0.75
	ENG = 0.25
}

# Will never send exp. forces _overseas_ to these countries:
# NOTE: May still give some to neighboring allies though.
no_exp_forces_to = {
	TAG
	...
}

max_garrison_prop		= [0.0-1.0] 	# The war-time desired proportion of troops allocated to garrison duty
min_garrison_prop		= [0.0-1.0] 	# The war-time minimum proportion of troops allocated to garrison duty
# NOTE: In areas without fronts, _all_ land units are controlled by the Garrison AI (except forces preparing for an invasion.)

construction = {
	max_factor			= [0.0-1.0]		# Proportion of Production IC that should be used for province buildings.

	AA_batteries	 	= [yes/no/atwar/not_atwar]	# yes = all the time, no = none, atwar = build during wars, not_atwar = build during peace
	max_AA_level		= X				# Don't improve beyond this level.
	AA_provs			= { ... }		# List of prioritized provinces

	coastal_fort 		= [yes/no/atwar/not_atwar]
	max_coastal_level	= X				# Don't improve beyond this level.
	coastal_fort_provs	= { ... }		# List of prioritized provinces

	radar_station 		= [yes/no/atwar/not_atwar]
	max_radar			= X				# Don't improve beyond this level.
	radar_provs			= { ... }		# List of prioritized provinces

	air_base 			= [yes/no/atwar/not_atwar]
	max_air_base		= X				# Don't improve beyond this level.
	air_base_provs		= { ... }		# List of prioritized provinces

	naval_base 			= [yes/no/atwar/not_atwar]
	max_naval_base		= X				# Don't improve beyond this level.
	naval_base_provs		= { ... }	# List of prioritized provinces

	land_fort			= [yes/no/atwar/not_atwar]
	max_land_level		= X				# Don't improve land forts beyond this level.
	fort_borders = {					# Build land forts along these borders
		GER,
		ITA,
		...
	}
	fort_provs		= { ... }	# List of prioritized provinces

	ic_at_war			= [yes/no] 		# Normally, we always build IC if there is a large resource surplus. The exception could be during wars.
	force_ic_until		= X				# Ignore presence of a resource surplus and build IC anyway, until year X. (Useful for countries anticipating expansion.)
	ic_end_year			= X				# Stop building IC at the end of year X.
	IC_provs			= { ... }		# List of prioritized provinces

	nuclear_reactor = [yes/no/atwar/not_atwar]	
	nuclear_reactor_prov = province				#province ai will try to build nuclear reactors in
	max_nuclear = 10					#max nuclear reactor size ai will try to get
	rocket_test = [yes/no/atwar/not_atwar]						
	rocket_test_prov = province				#province to build rocket test site in
	max_rocket = 10 					#max rocket test site size

	infra_provs		= { ... }	# List of prioritized provinces for infrastructure builds (introduced in AoD 1.08)
}

garrison = {

	# OVERSEAS GARRISONING:
	defend_overseas_beaches = [yes/no] # "no" is default

	# Basic need is X divisions per area where X is: number of provinces - attrition provinces
	home_multiplier = X # In home area, multiply basic need by X. Default: 0.5
	overseas_multiplier = X # In other area, multiply basic need by X. Default: 0.3333
	home_peace_cap = X # If at peace, we need at most X divisions in our capital area.
	war_zone_odds = X  # Default: 2.0 (strive to transport in 2x enemy nr of divisions)
	area_multiplier = { # If an area contains a specific province, multiply the basic need by value (overrides overseas_multiplier, but if it is the home area it is ignored.)
		155 = 1.5
		....
	}
	revolt_risk_mult	= X # Increase need by this much per revolt risk % point in provinces

	# PRIORITIES:

	beach = 50					# Beach prio
	capital = 100				# Our capital
	human_border = 210			# Ignored for allied human players
	war_target = 100			# The next country targeted for attack by this AI

	reserves = 20	# bonus for provinces just behind a frontline.

	opposing_alliance = 100		# For neutrals, all alliances are "opposing"
	claim_threat = 100			# If we are neutral, countries with claims on us get this
	unstable_border	= 50		# Bordering countries at war with someone else get this

	# Borders with specific countries
	country_priorities = {
		ENG = 30
		FRA = -1	 # Override "opposing_alliance", "claim_threat" and "unstable_border" values and set to 0.
		...
	}

	# Specific provinces
	province_priorities = {
		527 = 50 	# Province 527 has prio 50
		1123 = -1	# Negative value will override _all_ other priorities and set to 0.
		...
	}

	ignore = {
		1123	#Will set prio to 0...
	}

	key_point_prio_mult		= [Value]	# Value * key point value in a province = prio for that province
}

front = {
	river = 		x   	(What to multiply attacking power with if crossing a river. < 1.0 is an advantage..)

	largefort = x # Increases odds the AI deems necessary to overcome 1 level of fort. Value of "0" (default) means the AI will not consider forts when calculating enemy strength

	# the following modifies the odds-strength for defender.   (1.0 = no difference.)
	#smallfort	= x #for forts 6 and below - INACTIVE
	occupied	= x #for surrounded pocket at enemy territory
	owned		= x #for surrounded pocket at own territory

	#Odds modifiying variables
	# the following is to reduce odds-strength for attacker.
	frozen_attack 	= 0.50
	snow_attack 	= 0.50
	blizzard_attack = 0.25
	storm_attack 	= 0.60
	muddy_attack 	= 0.75

	#reduces the size of odds in total.. (1.0 = no difference, 0.5 = halved.)
	jungle_attack 	= 0.85
	mountain_attack	= 0.60
	swamp_attack 	= 0.60
	forest_attack 	= 0.85
	hill_attack 	= 0.75
	urban_attack 	= 0.40

	# Proportion of divisions in a front province that may be used to support the defense of neighboring provinces. Default 0.33
	support_defense_prop = X

	recklessness 		= 	[0-3] #defines how many risky attacks the AI will start, 0 = won't take risks, 3= makes the AI suicidal

	distrib_vs_ai 		= 	[even/reactive/defensive/offensive/op_defensive]
	distrib_vs_human 	= 	[even/reactive/defensive/offensive/op_defensive]
	# Even - Distribute forces evenly along the whole front.
	# Reactive - Try to match enemy troop concentrations.
	# Defensive - More troops in strategically important provinces (IC, Victory Points, Oil, etc)
	# Offensive - Concentrate more troops where the enemy us weak
	# Operational Defensive - The fewer avenues of escape, the less troops (to avoid encirclement.)

	# Countries we do not counter-attack for a certain number of days
	enemy_handicap = {
		# NOTE: These values are ignored for human-controlled enemies.
		# CAUTION: Values apply for _every_new_ war with a set nation.
		ENG = 100
		FRA = 120
		...
	}

	passivity = { # Against specified enemies. Higher value = less actions
		# Valid values: 0-100 (%)
		ENG = 0
		FRA = 50
		...
	}
	
	province_priorities = {
		527 = 0.2	#Only assign 20% of desired forces to cover the province 527
		...
	}
	

	reserve_prop			= 	[0.0-1.0]	# Maximum proportion of total divisions in a front allowed to remain behind the front line ( HQs and divisions needing to recover.)

	panic_ratio_vs_ai		=	X	# Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.
	panic_ratio_vs_human	=	X	# Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.

	enemy_reinf_days 		= 	X	# Count enemy units less than X days from a target province in odds calculations

	base_attack_odds		=	X	# Will attack at X odds or better
	min_attack_odds			=	X	# If stalemated for a long period, may go as low as these attack odds
	max_attack_odds			=	X	# Don't use more force than necessary to reach these odds
	reinforce_odds			=	X 	# Send in more troops if the attacking force is at these odds
	withdraw_odds			= 	X	# Break off attacks and withdraw at these odds
	# NOTE: the calculations for retreating from _defensive_ positions are too complex to condense to a few variables
	# NOTE: will _also_ retreat if the average organization is too low
}

military = {
	relative_build_scheme 	= [yes/no]	# Should the AI strive to maintain a relative balance between unit types [yes] or simply allocate percentages (see below) of the total production [no]. Default: yes

	max_batch_peace = 800					# Max production run length in DAYS while at peace
	max_batch_war = 500			 			# Max production run length in DAYS while at war with no home front
	max_batch_home_front = 190				# Max production run length in DAYS while at war with home fronts
	# NOTE: AI production run size is also limited by other factors, such as Total IC capacity, days until end of scenario, and desperation.
	extra_convoys_war = 0.0400				# AI will build extra convoys according to this ratio relative to its convoy need when at war
	extra_convoys_peace = 0.0400			# AI will build extra convoys according to this ratio relative to its convoy need when at peace

# Example Build scheme:
	infantry = 		3
	cavalry = 		0
	motorized = 	5
	mechanized = 	6
	light_armor = 	0
	armor = 		10
	paratrooper = 	0
	marine = 		6
	bergsjaeger = 	3
	garrison = 		0
	hq = 			2
	militia = 		0
					# 35 %

	multi_role = 	7
	interceptor = 	3
	strategic_bomber = 4
	tactical_bomber = 6
	naval_bomber = 	5
	cas = 			5
	transport_plane = 0
	flying_bomb = 	0
	flying_rocket = 0
					# 35 %

	battleship = 	2
	light_cruiser = 4
	heavy_cruiser = 3
	battlecruiser = 0
	destroyer = 	6
	carrier = 		6
	escort_carrier = 0
	submarine = 	4
	nuclear_submarine = 0
	transport = 	5
					# 30 %
# NOTE: The sum _must_ be exactly 100%!


# Brigade preferences:
# (% of eligible division types that should be built with a certain brigade type)
# Land types:
	artillery			=	15
	sp_artillery		=	5
	rocket_artillery	=	0
	sp_rocket_artillery	=	2
	anti_tank			=	3
	tank_destroyer		=	5
	light_armor_brigade	=	0
	heavy_armor			=	0
	super_heavy_armor	=	0
	armored_car			=	0
	anti_air			=	5
	police				=	0
	engineer			= 	5
# Sum of these should be <= 100

# Naval types:
	cag				=	100
# Sum of these should be <= 100

#The AI will always build escort fighters when it builds tactical bombers and strategic bombers.

# Attachment guidelines for AI

	attachment_preferences = {

		infantry = {
			extra1 = {
				# 50% chance of choosing to attach artillery to infantry, 25% for anti-tank, 25% for anti-air
				artillery = 50
				anti-tank = 25
				anti-air = 25
			}
		}

		light_cruiser = {
			# 50-50 chance of attaching Radar or Improved Hull as the first naval attachment
			# 50-50 chance of attaching either AA or torpedoes as the second naval attachment
			extra1 = {
				naval_radar_s = 50
				naval_improved_hull_s = 50
			}
			extra2 = {
				naval_anti_air_s = 50
				naval_torpedoes_s = 50
			}
		}

		garrison = {
			extra1 = {
				# 75% chance of AI choosing to build vanilla Garrisons, 25% chance of choosing to attach Military Police
				none = 75
				police = 25
			}
		}
	}

}

##################
### Air combat ###
##################
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
	icxdayscostfactor = 10.0			# How to value true industrial cost when calculating expect causalties
	manpowercostfactor = 100.0			# How to value manpower cost when calculating expect causalties
	destructionriskthreashold = 0.2		# when to fear a divisiopn might be destroyed

	airsuperioritydesirability = 10.0	# desirability is a multiplier used when calcualting the mission desirability
	airsuperioritylosstolerance = 1.0	# tolerance is the required kill:loss ration expected to do mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
	groundattacklosstolerance = 1.0
	groundattackdesirability = 1.0
	interdictionlosstolerance = 1.5
	inderdictiondesirability = 1.0
	logisticalstrikelosstolerance = 4.5
	logisticalstrikeefficency = 0.01	# efficency is a tweakable param to adjust according to how much actual damage comes from doing this mission (not to be confused with desirability)
	logisticalstrikedesirability = 100000.0
	runwaycrateringlosstolerance = 1.5
	runwaycrateringefficency = 0.01
	runwaycrateringdesirability = 20000.0
	strategicstriketolerance = 4.5
	strategicstrikeefficency = 0.01
	strategicstrikedesirability = 1000000.0
	installationstriketolerance = 1.5
	installationstrikeefficency = 0.01
	installationstrikedesirability = 10.0
	navalstriketolerance = 1.0
	navalstrikedesirability = 10.0
	portstriketolerance = 1.0
	portstrikedesirability = 9.0
	portstriketolerance = 1.0
	portstrikedesirability = 0.0

	# You can have any number of task forces, but if you add one you must add ALL the kinds you want
	# as then the defaults aren't set.

	# The defaults currently are:
	taskforcetype = { 
		name = "Air Superiority" # Name can be anything and is only used to ease debugging

		desiredratio = 0.400 # What ratio taskforces of this type should a nation try to form?		

		rangeweight = 10.000 # How important the range for an air divisions in this taskforce-type?
		airkillpowerweight = 2000.000 # How important is an air divisions ability to kill air in this taskforce-type?
		hardkillpowerweight = 0.000 
		softkillpowerweight = 0.000  
		navalkillpowerweight = 0.000 
		strategickillpowerweight = 0.000 

		transportcapacityweight = -1000000.000 # A huge negative number here keeps transports out of this taskforce-type

		airvulnurabilityweight = -1.000  # How bad is being vulnurable to enemy air (vulnurable is a mix of cost and defence value)
		surfacevulnurabilityweight = 0.000 

		# What AI missions should this task force consider?
		# Idle is the "mission" the AI is on when doing nothing,
		# Reorganize is the "mission" the AI is on when trying to reform its
		# air OOB to be more optimal. The other missions listed here correspond
		# to the standard tactical missions AND a rebase to the best airbase.

		# Possible missions are:
		idle = yes
		reorganize = yes
		air_superiority = yes
		#Others not supported by the "Air Superiority" default taskforce type
		#interdiction
		#ground_attack
		#logistical_strike
		#runway_cratering
		#strategic_bombardment
		#installation_strike
		#naval_strike
		#port_strike
		#convoy_air_raiding
		#airborne_assault
		#air_supply	
	}

	# the other defaults
	taskforcetype = { name = "Soft Bombing" desiredratio = 0.200 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes } 
	taskforcetype = { name = "Naval Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes } 
	taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes } 

}

###############
### Leaders ###
###############

#The number of leaders of a given type is equal to the number of units multiplied with the leader_rartio.
#For example if you have 101 land units and land_field_marsal = 0.02 you will have two field marshals.
#For example if you have 101 sea units and sea_admiral = 0.06 you will have six admirals.
leader_ratio = {
	land_field_marshal =0.02
	land_general =0.031
	land_lt_general =0.41

	sea_grand_admiral =0.02
	sea_admiral =0.061
	sea_vice_admiral =0.401

	air_marshal =0.02
	air_general =0.091
	air_lt_General =0.11

}

################
### naval ai ###
################

#Factors regarding amphibious invasions by ai.
invasion = {
	#for evaluating specific province target.
	base = 1.0						# Relative modifier. (lower = specific targets much more important.)
	random = 1.0					# How big a random range.  (1.0 = 1%)
	coastal = 1.0					# increase to avoid coastal forts more.
	beach = 1.0						# higher, avoid worst beaches.
	distance = 1.0					# higher = avoid long distance.
	max_distance = 20.0				# no invasions at distances higher than this, counted from closest friendly naval base, 1 = 100km ingame, may be overridden by max_staging_distance
	max_staging_distance = 10.0		# no invasions at distances higher than this, counted from closest friendly naval base defined as staging province, 1 = 100km ingame, may be overridden by max_distance
	pocket = 1.0					# prioritise pockets, ie provinces with no adjacent controlled by same.
	island = 1.0					# prioritise taking pure islands.
	enemy = 1.0						# higher = much more wary of troops in province.
	adjacentenemy = 1.0				# higher = much more wary of troops nearby
	air_base	= 0.1				# add this priority for air bases within adjacentenemy
	naval_base	= 0.1				# add this priority for naval bases within adjacentenemy
	air_support	= 0.1				# add this priority for beaches within reach of air_bases
	ignore = [yes/no]				# Launch invasions even if we have a home front. Default: no.

	redirect	  = priority/nearest/home   # priority refers to targets in the AI file,
											# nearest is the closest enemy beach where the AI has
											# good attack odds and home is to return back to port

	#specific provinces can be targetted to get special bonuses..
	target = {
		898 = 1000 # Invasion of South Sicily (898) has super high priority. Negative values preclude invasions there.
	}
}

#Factors controlling the naval AI
admiral = {
	#specific provinces can be targetted to get special bonuses..
	target = {
		592 = 200 # patrolling the south north sea have a big priority.
		...
	}

	#This is used to determine that it's a core seazone and its control is important.
	core = {
		592
		...
	}

	#Which provinces to use as bases..
	base = {
		592
		...
	}

	#Which areas to ignore.
	ignore = {
		#PLEASE NOTE THAT ITS AREAS..  Not province-names
		"northern baltic"
		"southern baltic"
	}

	min_org		= 95%	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 95%	# NEW: Percent of dmg gained back before the unit can leave port
	return_org	= 60%	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
	return_dmg	= 50%	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

}

################
### Research ###
################

# Factors to modify for technological development.
technology = {
	endgoal = { ... }			#list of endgoals to achieve.
	preference = { ... }		# list of techs to give bonus too.
	ignore = { ... }			# Techs we will never research

	#preference to weight importance of research in these fields, only integers
	armor = 20
	infantry = 30
	industry = 25
	aircraft = 6
	naval = 1 
	land_doctrines = 40
	air_doctrines = 9
	naval_doctrines = 1
	secret_weapons = 4
}

##############
### Trades ###
##############

# Factors to modify Trade Agreements.
trade = {
	favored = {
		TAG = X  	# Preferred Countries to trade resources with.
	}
	embargo = {
		TAG  		# Will not trade resources with these countries.
	}

	# A threshold for when the AI should cancel trade agreements. Default is 4.0. A lower value means the AI will be more eager to cancel bad deals.
	cancel_deal_threshold = X		

	# These override the resource values in "db\resource_values.csv" for this AI unless set to -1 (default.)
	energy = 			-1
	rare_materials = 	-1
	metal =				-1
	oil = 				-1
	supplies = 			-1
	money = 			-1

	# These block the selling of these resources; 1 = block, 0 = no block
	block_metal_trade = 0
	block_rare_materials_trade = 0
	block_energy_trade = 0
	block_oil_trade = 1
	block_money_trade = 0
	block_supplies_trade = 0

}

####################
### Tech sharing ###
####################

# Factors to modify Tech Sharing
tech_sharing = {
	favored = {
		TAG = X  	# Preferred Countries to trade techs with. Higher value also means better techs.
		...
	}
	embargo = {
		TAG  		# Will not trade techs with these countries.
		...
	}
	not = {
		ID  		# List of techs never to trade.
		...
	}
	prioritized
		ID = X  	# Priority to accepting trades with these techs.
		...
	}
}

############
### SPY ###
############

spyprefs =
{
percentage_on_spies = 0.2
#percentage_on_spies: the amount of the income a country will spend on intelligence.

percentage_foreign_mission = 0.7
#The amount of the income a country will spend on intelligence.

spyprefsdata =
{
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.

	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 15
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 0
	found_partisans = 0
	massmedia = 0
	counter_espionage = 2
	disrupt_techteam = 1

	#The target country.
	country = USA
}

# when country is the same as the AI file that data will be used for intelligence protecting the country i.e. counter espionage.
spyprefsdata = 
{
	NumberOfSpies = 3
	counter_espionage =  10
	country =	 GER
}

#An Example :

#steal_blueprint = 10
#minister_assassination = 1
#sabotage_industry = 20

#In the long run the nation will perform 10 more “steal_blueprint” then minister_assassination and 10 more “sabotage_industry” then “steal_blueprint”.

}

