# Note on overwriting: the economic plans (unlike most other database objects) are additive in their overwriting, a bit like on_actions. # This means that if you have multiple instances of e.g. "basic_economy_plan", the game will mash both entries into one. # In practice, this means that: # - you can add another "basic_economy_plan" with just a subplan entry, and it will add that subplan entry to the object # - if you add a subplan entry that has the same name as an existing one, it will overwrite the existing one instead # - if you add information that is not a subplan entry (e.g. simply "income = { }", it will usually overwrite it, depending on what exactly it is. # To do a full overwrite of an economic plan, you should overwrite the file rather than the entry. # Example AI Economic Plan #example_plan = { # income = { # how much surplus income of resources the AI aims for # energy = 50 # minerals = 200 # trade = 300 # food = 100 # consumer_goods = 10 # alloys = 100 # # physics_research = 200 # society_research = 200 # engineering_research = 200 # } # # focus = { # increased prio until surplus income of rhs value is reached # alloys = 20 # } # # subplan = { # # an entire new plan with its own potential trigger and goals # # if the empire fulfills the potential trigger of the subplan # # then its goals will be added to the base plan. # # # NOTE: there can be several subplans! # # # NOTE: ai_weights are NOT added from subplans, also type is NOT checked! # } # # # scaling_subplan = { # # if all sub plans are fulfilled then the scaling sub plans gets added multiple times until one of them is no longer fulfilled # # code loops over all scaling sub plans and adds all of them if they pass the possible trigger # # this allows for infinitely scaling sub plans which for example make the AI increase its alloys and science in a balanced manner # # NOTE: there can be several scaling_subplans! # # } # # optional_subplan = { # # optional sub plans are normal sub plans except they do not have to be fulfilled for the scaling behaviour to be enabled # # scaling sub plans should include things which they AI should try to do but it is not critical to do so # # a good example are advanced resources, they are paramount and the AI should try and get them, but it is not as critical as for example food # } # # pops = 500 # number of total pops to aim for # empire_size = 1.25 # max admin capacity percent, ex. this means max 125% admin cap # naval_cap = 500 # empire naval cap to aim for # # ai_weight = { # ai weighting of plan, scope is country # weight = 1 # # modifiers... # } #}