Archive for August 16, 2011

August 18 in my current Red test game

Posted: August 16, 2011 in Rus Mod

Playing Reds against White AIs…

Early August 18 in my game as Red: Tzaritsyn is threatened by the Southern Whites ( blue), Siberian Whites aren’t far…I hope Stalin will hold against these “burzhooi” AIs

Edit: Late August 18: Tzaritsyn is yet in my hands, Stalin having beaten Cossack assault on the city!
[:)]

Now my requisitions and conscriptions decisions has been achieved., I’m building new units. A few

I’ve chosen to stick with the historical Bolshevik policy: large number of units, built from requisitions and conscriptions. I will ahve to use Tchekas regional decision to slow Green revolts.

Fatal Years allows Red player to try another way, by enforcement of a more lenient policy toward peasantry, raisng loyalty but lowering the number of possible requisitions and conscriptions.

If my units are numerous, their cohesion is low and I’ve yet to wait several turns to get sufficient numbers of imrpovements in this field thanks to the choice I’ve made of military reform option. For now, the trouble of implementation of this new policy is costing me some money, conscripts, EPs, each turn…

Early September 18:

How White AIs are performing?

Southern White AI has been rather subpar until now. I don’t worry that much as some reports from other games have showed better performance but I will have to look at.

 

EDIT: redone the Southern AI files today. Here the Southern Whites AI move toward Ekaterinodar at the end of July 18:

On the contrary, Siberian AI is aggressive and well focused: it has captured Ufa, Saratov, holding Penza and menacing Kazan by the South. Two turn earlier, I tried to capture Syzran which was unoccupied, in the back of a large Czech formation at Penza: the AI came back to Syzran with a part of this force and broke my counterstrike…

The results in early September 18 shows my moral has plumeted to 93, due to defeats, military reforms, conscriptions. I can’t afford to go under 90. My units, with their low cohesion, are per se very brittle and a low NM will just amplify that during battles.

Siberian AI leads in VP and gets more of them than me…

Some of the big options in FY use indeed complex chains of events, with random results. I will take the example of the Red Military Reform option. Comments are in Red.

SelectFaction = $RED// Event activating the option on the first turn of the GC
StartEvent = evt_nam_RED_Military_Reform|1|1|NULL|NULL|NULL|NULL

Conditions
CheckIsPlayer
CheckOption = $gmaOptionPol;RED_Military_Reform;=;1
EvalEngagementPts = >=;7
MinDate = 1918/06/01

Actions
ChgFacEngagementPts = -7
ChangeFacMorale = -2

SelectFaction = $CMN
GenTextMsg  = opt_notify_CMN_Military_Reform;1;NULL;NULL;NULL

SelectFaction = $RED
ChangeActorPool = $gmaOptionPol;MaxUse;0;SubType;RED_Military_Reform
SetEvtOccurs = evt_nam_RED_Military_Reform_Tracker;MaxOccurs;1

EndEvent

SelectFaction = $RED//Event enforcing the option when choosen in the ledger with immediate NM and EPs losses
StartEvent = evt_nam_RED_Military_Reform1|1|1|NULL|NULL|NULL|NULL

Conditions
CheckAILevel = 1
CheckOption = $gmaOptionPol;RED_Military_Reform;=;1
EvalEngagementPts = >=;5
MinDate = 1918/06/01

Actions
ChgFacEngagementPts = -5
ChangeFacMorale = -2

SelectFaction = $CMN
GenTextMsg  = opt_notify_CMN_Military_Reform;1;NULL;NULL;NULL

SelectFaction = $RED
ChangeActorPool = $gmaOptionPol;MaxUse;0;SubType;RED_Military_Reform
SetEvtOccurs = evt_nam_RED_Military_Reform_Tracker;MaxOccurs;1

EndEvent

SelectFaction = $RED// This event will serve as condition to fire some following events
StartEvent = evt_nam_RED_Military_Reform_Tracker|0|0|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

Actions

SetEvtOccurs = evt_nam_RED_Military_Reform_Tracker2;MaxOccurs;10

EndEvent

SelectFaction = $RED//This event will end at its 7th iteration the first consequencies of the option.
StartEvent = evt_nam_RED_Military_Reform_Tracker2|0|0|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

Actions

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_consequences|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 6

Actions

ChgFacEngagementPts = -2
ChangeFacMorale = -1

EndEvent

SelectFaction = $RED// During the 7 turns following the enforcement of this option, this event may occur several times, with very low probability, Reds losing each time 3 EPs and 1 NM
StartEvent = evt_nam_RED_Military_Reform_consequences2|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 3

Actions

ChgFacEngagementPts = -3
ChangeFacMorale = -1

EndEvent

SelectFaction = $RED//the 4 following events will fire once in the  7turns. When 1 will have been fired, others can’t be fired. They have varied results, as I like consequences of a big decision to remain unknow to player…
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences|1|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences2;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences3;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences4;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences5;=;0
Probability = 15

Actions

ChangeMoneyPool = -15
ChangeConscriptPool = -20

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences2|1|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences3;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences4;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences5;=;0
Probability = 45

Actions

ChangeMoneyPool = -10
ChangeConscriptPool = -10

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences3|1|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences2;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences4;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences5;=;0
Probability = 25

Actions

ChangeMoneyPool = -6
ChangeConscriptPool = -7

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences4|1|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences2;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences3;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences5;=;0
Probability = 10

Actions

ChangeMoneyPool = -25
ChangeConscriptPool = -20

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences5|1|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences2;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences3;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences4;=;0
EvalEvent = evt_nam_RED_Military_Reform_immediate_consequences;=;0

Actions

ChangeMoneyPool = -9
ChangeConscriptPool = -9

EndEvent

SelectFaction = $RED//This one may fire several times during the 7 frst turns after the option has been enforced, causing losses of cohesion among units.Each of the following events have the same effct, one for each Theater.
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences6|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 30

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Southern
AlterCuSubUnits = ApplyToList;Probability 10; Attempts 50;ChgCohesion -3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences7|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 30

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Volga
AlterCuSubUnits = ApplyToList;Probability 10; Attempts 50;ChgCohesion -3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences8|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 30

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Central_Russia
AlterCuSubUnits = ApplyToList;Probability 10; Attempts 50;ChgCohesion -3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences9|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 30

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Northern
AlterCuSubUnits = ApplyToList;Probability 10; Attempts 50;ChgCohesion -3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences10|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 30

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Western
AlterCuSubUnits = ApplyToList;Probability 10; Attempts 50;ChgCohesion -3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences11|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 30

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Ukraine
AlterCuSubUnits = ApplyToList;Probability 10; Attempts 50;ChgCohesion -3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_immediate_consequences12|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 30

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Ural
AlterCuSubUnits = ApplyToList;Probability 10; Attempts 50;ChgCohesion -3

EndEvent

SelectFaction = $RED// This event stops any of the events before as soon as 7 turns since the adoption of the military reform have past.
StartEvent = evt_nam_RED_Military_Reform_immediate_consequencesend|1|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker2;>=;7
Probability = 65

Actions

SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences2;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences3;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences4;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences5;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences6;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences7;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences8;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences9;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences10;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences11;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_Military_Reform_immediate_consequences12;MaxOccurs;0

EndEvent

SelectFaction = $RED// This event and the following enable the long term positive consequence of the military reform for Reds, with the same uncertainty about exact effects as precedently mentioned
StartEvent = evt_nam_RED_Military_Reform_long_consequences6|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 10

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Southern
AlterCuSubUnits = ApplyToList;Probability 75; Attempts 50;ChgCohesion 2

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_long_consequences7|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 10

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Volga
AlterCuSubUnits = ApplyToList;Probability 75; Attempts 50;ChgCohesion 2

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_long_consequences8|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 10

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Central_Russia
AlterCuSubUnits = ApplyToList;Probability 75; Attempts 50;ChgCohesion 2

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_long_consequences9|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 10

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Northern
AlterCuSubUnits = ApplyToList;Probability 75; Attempts 50;ChgCohesion 2

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_long_consequences10|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 10

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Western
AlterCuSubUnits = ApplyToList;Probability 75; Attempts 50;ChgCohesion 2

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_long_consequences11|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 10

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Ukraine
AlterCuSubUnits = ApplyToList;Probability 75; Attempts 50;ChgCohesion 2

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_long_consequences12|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 10

Actions

SelectSubUnits = FactionTags RED ;Area $Theater_Ural
AlterCuSubUnits = ApplyToList;Probability 75; Attempts 50;ChgCohesion 2

EndEvent

SelectFaction = $RED// these 2 last events creates possibility of small NM losses due to the reform in the long run, especially after mid-19
StartEvent = evt_nam_RED_Military_Reform_long_consequences13|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01
MaxDate = 1919/06/01
EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 11

Actions

ChgFacEngagementPts = -1
ChangeFacMorale = -1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_Military_Reform_long_consequences14|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1919/06/15

EvalEvent = evt_nam_RED_Military_Reform_Tracker;=;1
Probability = 7

Actions

ChgFacEngagementPts = -1
ChangeFacMorale = -1

EndEvent

You have to know first the AI events don’t work in the very first turn of FY. They have effects from the second turn.

Among several parameters, AI is evaluating situation by giving to each region a value.

Here the AGE stock parameters:

// Land Region Value aiLRV_RegionBaseVal  := 1; // Land region value, base value in point aiLRV_OwnStrucVal  := 10; // Interest value for each structure level aiLRV_OppStrucVal  := 6; // Same, but if the structure is not owned aiLRV_MaxLevel  := 10; // max structure level considered aiLRV_FortValCoef  := 300; // Additional coefficient if a fort, so 300 is x3! aiLRV_HarborValCoef  := 100; aiLRV_DepotValCoef  := 300; aiLRV_OwnPopVal  := 5; // value for each 1000 points of pop (need social mode) aiLRV_OppPopVal  := 3; // value for each 1000 points of pop (need social mode) aiLRV_VPValue  := 75; // bonus for each VP given by region aiLRV_ValSupply  := 2; // value for 100 pts of supply, ammo or power (need adv supply) aiLRV_Conscript  := 4; // value for each conscript prod aiLRV_Money  := 5; // value for each money prod aiLRV_WSU  := 8; // value for each WSU prod aiLRV_ObjValue  := 150; // worth for each OBJ prevalence class (there are 3 classes) aiLRV_VPTurnBonusStart  := 10; // How many turns before end of scenario the VPEndBonus is given to the region aiLRV_VPEndBonus  := 25; // bonus in %, incremented each turn to VP and OBJ modifier, if within aiLRV_VPTurnBonusStart_, so if the bonus is given since 5 turns, there is a 5×25 = +125% bonus! aiLRV_ControlVal  := 2; // how many control points to increase by 1% the region value aiLRV_HighControl  := 5; // Extra bonus in % if region highest controler (5 = +5%) aiLRV_FullControl  := 5; // Extra bonus in % if region only controler (5 = +5%) aiLRV_AdjBonusVal  := 2; // Extra bonus, in % for each adjacent region where we are the highest controler (HC) aiLRV_OppControlPerc  := 125; // Coefficient in % (so 125 = x1.25) if we are the legit owner but the region is controled by hostile force aiLRV_NoAdjPerc  := 66; // Coefficient in % if the region is not adjacent to any other region where we are the HC aiLRV_PrevalMaxReducPerc := 50; // All regions value are also modified by the relative power ratio around the region (this is the lower limit of this change).


aiLRV_TrackVal  := 6 ; // value in pts if the region has a track aiLRV_RoadVal  := 11; // value in pts if the region has a road aiLRV_MRoadVal  := 16; // value in pts if the region has a major road aiLRV_RailVal  := 16; // value in pts if the region has a non destroyed railway aiLRV_DestRailVal  := 11; // value in pts if the region has a destroyed railway

Interestingly, since BOA some of these values haven’t been really modified in the AGE engine, like this one: aiLRV_HarborValCoef  := 100; which gives to AI a sort of priorities for Harbors. This had of course its full usefulness in BOA and AACW where coastal operations are essential. Howewer, in RUS the importance of naval operation being less I needed to lower this interest. That’s why, when I joined the SEPRUS crew, I asked these parameters to be moddable by events and I did the necessary changes. For those having ROP, you will have maybe yet noticed how AI is aimed to harbors sometimes. The BOA values are certainly the same than in BOA, even if the context is different.

As a side note, I haven’t yet found in PON a use of this script command…Which could be hit on the nail for Russia or Austria… Official RUS uses the first version of my modded values. Fatal Years has done a few more changes to them. I wonder why AGEOD doesn’t use this in PON. This command would have great effects in the 1862 DLC….