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Variables: |
Inherit | - | Strategy ID of a strategy to inherit. This strategy will be loaded first before setting the variable in the current strategy. |
PopAssignmentElement | - | This defines how workers and specialist should be assigned. Multiple population assignment elements can be defined |
 Specialists | - | Percentage of workers to be assigned as specialists after minimum levels have been reached. Valid values between 0 and 1 |
 FarmerPercent | - | Percentage of specialists to be assigned as Farmers. Total specialist assignment (Farmer, Laborer, Merchant, Entertainer & Scientist) must equal 1.0 |
 LaborerPercent | - | Percentage of specialists to be assigned as Laborers. Total specialist assignment (Farmer, Laborer, Merchant, Entertainer & Scientist) must equal 1.0 |
 MerchantPercent | - | Percentage of specialists to be assigned as Merchants. Total specialist assignment (Farmer, Laborer, Merchant, Entertainer & Scientist) must equal 1.0 |
 EntertainerPercent | - | Percentage of specialists to be assigned as Entertainers. Total specialist assignment (Farmer, Laborer, Merchant, Entertainer & Scientist) must equal 1.0 |
 ScientistPercent | - | Percentage of specialists to be assigned as Scientists. Total specialist assignment (Farmer, Laborer, Merchant, Entertainer & Scientist) must equal 1.0 |
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The following variables define which cities are to use this PopAssignmentElement. The Top & Bottom flags are mutually exclusive as are the ProductionCities, GrowthCities & GoldCities flags. One flag from each group should be used to specify the type of city to receive this assignment setting. The Default flag is special and should be used on the last PopAssignmentElement. |
 Top | - | Top percentage of cities to receive assignment setting. Valid values between 0 and 1 |
 Bottom | - | Bottom percentage of cities to receive assignment setting. Valid values between 0 and 1 |
 ProductionCities | - | Evaluate based on city’s production rate |
 GrowthCities | - | Evaluate based on city’s growth rate |
 GoldCities | - | Evaluate based on city’s gold rate |
 Default | - | Use this setting if no other setting matched |
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Government | - | This defines the governments the AI desires to use. Multiple governments can be defined and the order they are defined sets the priority. Must use valid government IDs from Govern.txt |
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The following variables control how the AI sets the Rations, Workday & Wages sliders. |
MinimumHappiness | - | Try to keep city happiness above this level. Valid values: 0 - 100 |
DeficitSpending | - | Percentage of savings that can be spent each turn. Valid values: 0.0 - 1.0 |
MaximumWagePercent | - | Maximum percentage of Commerce that can be spent on Wages. Valid value: 0.0 -1.0 |
SliderElement | - | Slider element settings. One should be set for each slider (Production, Gold & Food) |
Delta | - | Setting changes from baseline (-3 to 3) |
Production | - | Change workday |
Gold | - | Change wages |
Food | - | Change food |
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The follow variables control Empire level settings. |
SciencePercent | - | Percentage of Commerce to be spent on science. Valid values: 0 - 100 |
MaxSupportCostPercent | - | Max percentage of Production to be spent on unit support. Valid values: 0 - 100 |
ReadinessLevel | - | Military readiness setting. Valid values: 0 = Peace, 1 = Alert, 2 = War |
PublicWorksPercent | - | Percent of Commerce to put into Public Works. Valid values: 0 - 100 |
PublicWorksReserve | - | Amount of public works (materials) to keep in reserve |
MaxEvalTileImprovements | - | Number of Tile Improvements to consider building each turn. |
TimeToFixRoads | - | Turns to wait before fixing roads |
TimeToFixPollution | - | Turns to wait before fixing polluted tiles |
FixPollutionThreshold | - | Stored PW must exceed cost to fix + threshold |
RoadUtilityBonus | - | Bonus for building road improvements |
ImproveProductionBonus | - | Bonus for building production improvements |
ImproveGrowthBonus | - | Bonus for building growth improvements |
ImproveGoodBonus | - | Bonus to apply to cells with goods |
ImproveSmallCityGrowthBonus | - | Bonus for growth improvements in smallest 20% of our cities |
ImproveLargeCityProductionBonus | - | Bonus for production improvements in largest 20% of our cities |
ImproveGrowthList | - | Ordered list of terrain improvements that increase growth. Must be valid Improvement List ID from ImprovementLists.txt |
ImproveProductionList | - | Ordered list of terrain improvements that increase production Must be valid Improvement List ID from ImprovementLists.txt |
ImproveRandomList | - | Ordered list of terrain improvements to be randomly spread around Must be valid Improvement List ID from ImprovementLists.txt |
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The following variables control the priorities of goals and usage of units. |
GoalElement | - | Each GoalElement defines the attributes for a single Goal. Each goal can only be defined once, if it is redefined within the strategy then the previous settings will be overridden. |
 Goal | - | Goal ID. Must be a valid Goal ID from the Goals.txt |
 Priority | - | Base priority of the goal |
 MaxEval | - | Number of times this goal should be considered per turn |
 MaxExec | - | Maximum number of time this goal can be executed per turn |
 ExecPerCity | - | This flag makes the MaxExec value based on the number of cities |
 EvalPerCity | - | This flag makes the MaxEval value based on the number of cities |
 PerCity | - | This flag makes both the MaxExec & MaxEval values based on the number of cities |
DistanceModifierFactor | - | Bonus to add to goal priority based on distance (value * rounds to target) |
DisbandArmyCount | - | Number of armies to try and disband units from per turn |
MinSettleDistance | - | Minimum distance (in cells) between settled cities |
MinSettleScore | - | Cells with settle scores below this threshold will not be used |
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The following variables control how the AI builds items in cities. |
RushBuyThreatBonus | - | Bonus to be added to threatened cities when considering to rush buy items |
RushBuyReservePercent | - | Percent of gold expenses last turn to keep in reserve when rush buying. Valid values: 1.0 = 100% |
UnitSupportPercent | - | Percent of civilization support dedicated to units. Valid values: 0.0 - 1.0 |
MaxSettlerBuildTurns | - | Maximum build time allowed to build Settlers |
MaxUnitBuildTurns | - | Maximum build time allowed to build Units |
MaxWonderBuildTurns | - | Maximum build time allowed to build Wonders |
BuildTransportProductionLevel | - | Maximum percent of conventional units to build before building Transports. Valid values: 0.0 - 1.0 |
BuildSettlerProductionLevel | - | Maximum percent of conventional units to build before building Settlers. Valid values: 0.0 - 1.0 |
OffensiveUnitsPercent | - | Percentage of Offensive units in total army. Sum of Offensive, Defensive, Ranged, Sea & Air unit percentages must equal 1.0 |
DefensiveUnitsPercent | - | Percentage of Defensive units in total army. Sum of Offensive, Defensive, Ranged, Sea & Air unit percentages must equal 1.0 |
RangedUnitsPercent | - | Percentage of Ranged units in total army. Sum of Offensive, Defensive, Ranged, Sea & Air unit percentages must equal 1.0 |
SeaUnitsPercent | - | Percentage of Sea units in total army. Sum of Offensive, Defensive, Ranged, Sea & Air unit percentages must equal 1.0 |
AirUnitsPercent | - | Percentage of Air units in total army. Sum of Offensive, Defensive, Ranged, Sea & Air unit percentages must equal 1.0 |
SettlerUnitsCount | - | Number of Settlers to maintain in army |
SpecialUnitsCount | - | Number of Special Units to maintain in army |
SeaTransportUnitsCount | - | Number of Sea Transports to maintain in army |
AirTransportUnitsCount | - | Number of Air Transports to maintain in army |
OffensiveUnitList | - | Unit list to use when building Offensive units. List must be valid Unit List ID from UnitBuildLists.txt |
DefensiveUnitList | - | Unit list to use when building Defensive units. List must be valid Unit List ID from UnitBuildLists.txt |
RangedUnitList | - | Unit list to use when building Ranged units. List must be valid Unit List ID from UnitBuildLists.txt |
SeaUnitList | - | Unit list to use when building Sea units. List must be valid Unit List ID from UnitBuildLists.txt |
AirUnitList | - | Unit list to use when building Air units. List must be valid Unit List ID from UnitBuildLists.txt |
SettlerUnitList | - | Unit list to use when building Settler units. List must be valid Unit List ID from UnitBuildLists.txt |
SpecialUnitList | - | Unit list to use when building Special units. List must be valid Unit List ID from UnitBuildLists.txt |
SeaTransportUnitList | - | Unit list to use when building Sea Transport units. List must be valid Unit List ID from UnitBuildLists.txt |
AirTransportUnitList | - | Unit list to use when building Air Transport units. List must be valid Unit List ID from UnitBuildLists.txt |
FreightUnitList | - | Unit list to use when building Freight units. List must be valid Unit List ID from UnitBuildLists.txt |
OffensiveGarrisonCount | - | Minimum number of Offensive units to keep as garrison in a city |
DefensiveGarrisonCount | - | Minimum number of Defensive units to keep as garrison in a city |
RangedGarrisonCount | - | Minimum number of Ranged units to keep as garrison in a city |
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The following structure defines the Build List Sequence Elements. They are used to determine which build lists should be used in which cities. One element should be defined for each BuildListSequence in BuildListSequences.txt. Only one element can be defined at any time for each sequence. If an element is redefined for a particular sequence then the previous settings will be overridden. |
BuildListSequenceElement | - | The structure sets the parameters for a build list sequence |
 Priority | - | The priority of the sequence. If a city meets the criteria of multiple elements it will use the one with the higher priority |
 BuildListSequence | - | Name of the build list sequence. Must reference a valid ID from BuildListSequences.txt |
 Top | - | Top X percentage of cities. Valid values: 0.0 - 1.0 |
Bottom | - | Bottom X percentage of cities. Valid values 0.0 - 1.0 |
 ProductionCities | - | Evaluate based on city’s Production rate |
 GrowthCities | - | Evaluate based on city’s Growth rate |
 CommerceCities | - | Evaluate based on city’s Commerce income |
 HappyCities | - | Evaluate based on city’s Happiness rating |
 ThreatenedCities | - | Evaluate based on enemy threat to city |
 PowerCities | - | Evaluate based on domestic attack strength near city |
 Default | - | If neither top or bottom, then use default |
 Advice | - | Advice to give player if selected. Must reference a valid string ID from one of the string files. |
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Research | - | Advance list to set research order. Must reference a valid advance list ID from AdvanceLists.txt |
StopResearch | - | Advance list of advances that enemies should not research. This controls which advance they will request to stop researching. Must reference a valid advance list from AdvanceLists.txt |
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The following variables help control the diplomatic desires for the AI. These are used to set the levels of motivations and fears that help determine when specific diplomatic requests are initiated as well as when high-level strategic decisions are made like when to go to war. |
FearInvasion | - | Fear priority based on enemy’s ability to invade |
FearCityDefense | - | Fear priority based on cities defense level |
FearPiracy | - | Fear priority based on piracy risk |
FearScienceRank | - | Fear priority based on relative science levels |
FearMilitaryRank | - | Fear priority based on relative military levels |
FearTradeRank | - | Fear priority based on relative gold income levels |
FearPollution | - | Fear priority based on pollutions levels |
DesireAttack | - | Desire priority to go to war |
DesireGold | - | Desire priority to get gold |
DesireScience | - | Desire priority to get advances |
DesireMakeFriend | - | Desire priority to maintain peace |
DesireEnlistFriend | - | Desire priority to get allied assistance |
PiracyMemoryTurns | - | Length in turns to remember that a route was pirated |
MaxPiracyEvents | - | Number of time a route can be pirated before redirecting the route |
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The force match structures define the army strength ration desired before attacking. These can be used to fine tune the win ratio of AI attacks. High force match ratios can guarantee that the AI will win every combat but could end up preventing the AI from attacking if it never has enough force launch a successful attack. The force match setting are refernced from Goals.txt |
ForceMatch | - | The force match structure. See the example for proper syntax. Valid values: Offensive, Defensive, StealthAttack, Bombard, Special & Harass |
 AttackMatch | - | Ratio of army's attack strength to target's defense strength |
 DefenseMatch | - | Ratio of army's defense strength to target's attack strength |
 RangedMatch | - | Ratio of army's ranged strength to target's ranged strength |
 BombardMatch | - | Ratio of army's bombard strength to target's bombard strength |
 ValueMatch | - | Ratio of army's value to target's value |
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The following variables control how the AI utilizes it’s nuclear capabilities. |
NuclearFirstStrike | - | Controls the AI ability to initiate first strike with nuclear weapons. Valid values: Enabled & Disabled |
NuclearTargeting | - | Controls the AI ability to target enemy cities with nuclear weapons. Valid values: Enabled & Disabled |
PreemptiveStrikeRegard | - | Do not perform first strike if our regard is above some limit |
PreemptiveStrikeRiskRatio | - | Ratio of foreign nukes to wipe us off the map? (eg. if more than 1 foreign nuke to every 4 of our cities would be enough to prevent us from launching, specify 0.25) |
PreemptiveStrikeSuperiorityRatio | - | Ratio when the AI has enough nukes to wipe them off the map? (eg. if having less than 3 nukes to every 4 enemy cities prevents us from launching, specify 0.75) |
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