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Variables: |
NeedsEscort | - | Unit with this goal should be escorted by military units |
IsSally | - | This goal is a sally point |
AvoidWatchfulCity | - | Do not target watchful cities |
ExecuteIncrementally | - | Execute even if force-match requirements aren't met |
NeverSatisfied | - | Goal is never completed (used for retreat) |
RemoveWhenComplete | - | Remove goal after completing |
RallyFirst | - | Armies should rally forces together before following through |
NoTransport | - | Do not use transports to satisfy this goal |
TargetProtectionWonder | - | Wonder ID that protects targets from this goal. Must be a valid Wonder from Wonders.txt |
Execute | - | Order ID to execute for this goal. Must be a valid Order from Orders.txt |
ForceMatch | - | Force match definition to use when creating squads for this goal. Force match attributes are set within a strategy. Valid values: Offensive, Defensive, StealthAttack, Bombard, Special, Harass |
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The following flags define which units can execute a goal and what are valid targets. Multiple flags can be defined. |
SquadClass | - | Flags to determine what kinds of unit can execute this goal. Valid values: CanExplore, CanAttack, CanDefend, HasZoc, CanCaptureCity, CanBombard, Special & CanTransport |
TargetType | - | Flags to determine what targets are valid for this goal. Valid values: AttackUnit, SpecialUnit, SettleLand, SettleSea, City, ChokePoint, GoodyHut, TradeRoute, Improvement, Unexplored, Border, Endgame, Random |
TargetOwner | - | Flags to determine which player targets are valid for this goal. Valid values: Self, Ally, Neutral, ColdEnemy, HotEnemy, NoContact |
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The following priority bonus values are added to the base priority values from the strategy to determine if the goal should be executed. Some are absolute bonuses that applied when true while others are scaled. Scaled bonuses are given as a ratio from 0 to the value of the bonus depending on game state. For example: the target with highest threat rating would get the full ThreatBonus and all other targets would be given a percentage of the bonus based on the ratio of it’s threat rating to the highest threat rating. |
ThreatBonus | - | Scaled bonus given based on amount of threat |
EnemyValueBonus | - | Scaled bonus given based on value of target if it’s an enemy |
AlliedValueBonus | - | Scaled bonus given based on value of target if it’s an ally |
PowerBonus | - | Scaled bonus given based on power level of target |
DistanceToHomeBonus | - | Scaled bonus given based on target distance from center of empire |
DistanceToEnemyBonus | - | Scaled bonus given based on target distance from center of enemy empire |
ChokePointBonus | - | Flat bonus given if target is at a chokepoint location |
UnexploredBonus | - | Flat bonus given if target is in unexplored territory |
ObsoleteArmyBonus | - | Flat bonus if squad is obsolete |
TreaspassingArmyBonus | - | Flat bonus given if squad is trespassing |
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The following values are used by the diplomatic system. They allow a goal to be associated with a Threat. When a threat is given all goals that are associated with that threat will get a priority bonus making them more likely to be executed. |
ThreatenType | - | Type of diplomatic threat that applies to this goal. Valid values: AttackCity, Pirate, SpecialAttackCity, DestroyCity, None |
ThreatenBonus | - | Flat bonus to give to this goal if an associated threat has been given |
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