/
strategies.txt
3835 lines (3177 loc) · 135 KB
/
strategies.txt
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//----------------------------------------------------------------------------
//
// Project : Call To Power 2
// File type : Text file
// Description : The AI startegy's data
// Id : $Id:$
//
//----------------------------------------------------------------------------
//
// Disclaimer
//
// THIS FILE IS NOT GENERATED OR SUPPORTED BY ACTIVISION.
//
// This material has been developed at apolyton.net by the Apolyton CtP2
// Source Code Project. Contact the authors at ctp2source@apolyton.net.
//
//----------------------------------------------------------------------------
//
// Modifications from the original Activision code:
//
// Note: Possibly incomplte
//
// - Added STRATEGY_TOO_MANY_CITIES and STRATEGY_NO_REVOLUTON to allow the AI
// to adjust its strategy if it is too many cities and if it has too many
// cities and the wonder build that gives revolting cities to the wonder
// owner.
// - Added new goals so that the AI can use the according orders.
// - Reduced garrison counts to free the according units to other tasks.
// - Reduced MinSettleDistance if it was 7 to 6 to avoid gaps in the territory
// of the AI.
// - Doubled SeaTransportUnitsCount for the default strategies so that the AI
// has more transporters available. This is only good for maps with more
// than one continent. Some source code modifications are necessary.
// - Increased SpecialUnitsCount so that the AI builds more special units.
// However here seems to be something broken as the AI only builds a few
// special units.
// - Set EntertainerPercent to 0 in all PopAssignmentElement's, as it stands
// now full happiness is not a very big advantage and partial happiness
// doesn't add so much. And a minimum amount of entertainers is added
// anyway to keep the city from rioting.
// - Lowered MinimumHappiness to 72 so that the AI adjusts the sliders later.
// - Redesigned BuildListSequenceElement entries based on MedPack/ApolytonPack/GoodMod
// - Replaced build list by those from GoodMod/Mymod, this sepeartes defense
// and offense build lists and seperates the special untit build lists. So
// that there are now civs building Abolitionists.
// - Increased priority for the refuel goal as it is now available for
// units only that needs refueling. - April 30th 2005 Martin Gühmann
// - Used the values of ApolytonPack-GoodMod for RoadUtilityBonus,
// ImproveProductionBonus and ImproveGrowthBonus. (Aug 26th 2005 Martin Gühmann)
// - Inreased SEIGE values for militarist and barbarian
// - Diplomatic more emphasis on embassies
// - Economic moe emphasis on piracy
// - Ecotopian more defense oriented (temporary)
// - Added build list sequence elements for small cities and for cities at their
// maximum size. (20-Aug-2009 Martin Gühmann)
//
//----------------------------------------------------------------------------
# 24
STRATEGY_DEFAULT {
//
// POPULATION ASSIGNMENTS
//
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.5
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.3
LaborerPercent 0.1
MerchantPercent 0.1
EntertainerPercent 0.0
ScientistPercent 0.5
Top 0.2 ProductionCities
}
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.5
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.4
LaborerPercent 0.2
MerchantPercent 0.1
EntertainerPercent 0.0 // From 0.1, minimum needed entertainers are set automaticly
ScientistPercent 0.2
Bottom 0.2 GrowthCities
}
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.5
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.2
LaborerPercent 0.2
MerchantPercent 0.2
EntertainerPercent 0.0 // From 0.2, minimum needed entertainers are set automaticly
ScientistPercent 0.2
Default
}
//
// GOVERNMENT SETTING
//
// GOVERNMENT_VIRTUAL_DEMOCRACY best government in the group (city limit 60)
Government GOVERNMENT_VIRTUAL_DEMOCRACY
Government GOVERNMENT_ECOTOPIA
// GOVERNMENT_TECHNOCRACY best government in the group (city limit 45)
Government GOVERNMENT_TECHNOCRACY
Government GOVERNMENT_CORPORATE_REPUBLIC
// GOVERNMENT_FASCISM best government in the group (city limit 35)
Government GOVERNMENT_FASCISM
Government GOVERNMENT_DEMOCRACY
Government GOVERNMENT_COMMUNISM
// GOVERNMENT_MONARCHY best government in the group (city limit 20)
Government GOVERNMENT_MONARCHY
Government GOVERNMENT_REPUBLIC
Government GOVERNMENT_THEOCRACY
// First government (city limit 10)
Government GOVERNMENT_TYRANNY
//
// WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
//
// set how unhappy our most unhappy city be
MinimumHappiness 72
// set maximum deficit spending percent (ie. spend no more than
// 10% of our savings each turn)
DeficitSpending 0.1
// set maximum percent of gold that should ever be spent on wages to not choke science
MaximumWagePercent 0.25
// try to decrease food
SliderElement { Delta 3 Food }
SliderElement { Delta 3 Production }
SliderElement { Delta 3 Gold }
//
// SCIENCE SETTINGS
//
// percent of gold to put into science
SciencePercent 60
//
// MILITARY READINESS SETTING
//
// maximum percent of production used for military readiness
MaxSupportCostPercent 50
// Peace = 0, Alert = 1, War = 2
ReadinessLevel 2
//
// TERRAIN IMPROVEMENTS
//
// percent of production to put into public works/materials
PublicWorksPercent 30
// amount of public works (materials) to keep in reserve
PublicWorksReserve 100
// only consider building best n tile improvements
MaxEvalTileImprovements 50
// rounds to wait before fixing roads
TimeToFixRoads 3
// rounds to wait before fixing polluted tiles
TimeToFixPollution 3
// stored PW must exceed cost to fix + threshold
FixPollutionThreshold 2000
// bonus for building road tile improvements
RoadUtilityBonus 300
// bonus for building production tile improvements
ImproveProductionBonus 120
// bonus for building growth tile improvements
ImproveGrowthBonus 130
// bonus to apply to cells with goods
ImproveGoodBonus 75
// bonus for growth improvements in smallest 20% of our cities
ImproveSmallCityGrowthBonus 100
// bonus for production improvements in most productive 20% of our cities
ImproveLargeCityProductionBonus 150
// ordered list of terrain improvements that increase growth
ImproveGrowthList IMPROVEMENT_LIST_GROWTH
// ordered list of terrain improvements that increase production
ImproveProductionList IMPROVEMENT_LIST_PRODUCTION
// ordered list of terrain improvements to be randomly spread around
ImproveRandomList IMPROVEMENT_LIST_MISC
//
// GOALS
//
GoalElement { Goal GOAL_DEFEND Priority 557000 MaxEval 2 MaxExec 1 PerCity }
GoalElement { Goal GOAL_SEIGE Priority 725000 MaxEval 20 MaxExec 15 }
GoalElement { Goal GOAL_ATTACK Priority 725000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_HARASS Priority 355000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_SETTLE_LAND Priority 900000 MaxEval 25 MaxExec 15 }
GoalElement { Goal GOAL_SETTLE_SEA Priority 900000 MaxEval 25 MaxExec 15 }
GoalElement { Goal GOAL_SETTLE_IN_CITY Priority 450000 MaxEval 3 MaxExec 1 PerCity }
GoalElement { Goal GOAL_EXPLORE Priority 7000 MaxEval 25 MaxExec 12 }
GoalElement { Goal GOAL_STEALTH_EXPLORE Priority 7000 MaxEval 25 MaxExec 4 }
GoalElement { Goal GOAL_ENSLAVE_SETTLER Priority 420000 MaxEval 8 MaxExec 6 }
GoalElement { Goal GOAL_SLAVE_RAID Priority 380000 MaxEval 8 MaxExec 6 }
GoalElement { Goal GOAL_CHOKEPOINT Priority -1000 MaxEval 5 MaxExec 1 }
GoalElement { Goal GOAL_PATROL Priority 5000 MaxEval 0 MaxExec 3 }
GoalElement { Goal GOAL_CONVERT_CITY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_BIOTERROR_CITY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_NANOATTACK_CITY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_HARASS_CITY Priority 30500 MaxEval 3 MaxExec 1 }
GoalElement { Goal GOAL_BOMBARD Priority 407000 MaxEval 25 MaxExec 4 }
GoalElement { Goal GOAL_EXPEL Priority 9000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_PILLAGE Priority 393000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_PIRATE Priority 393000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_COUNTER_STEALTH Priority 390000 MaxEval 0 MaxExec 0.1 PerCity }
GoalElement { Goal GOAL_GOODY_HUT Priority 7800 MaxEval 25 MaxExec 15 }
GoalElement { Goal GOAL_PLANT_NUKE Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_CREATE_PARK Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_SOOTHSAY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_ESTABLISH_EMBASSY Priority 600000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_FRANCHISING Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_STEAL_TECHNOLOGY Priority 540000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_INVESTIGATE_CITY Priority 0 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_INCITE_REVOLUTION Priority 460000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_INJOIN Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_ASSASSINATE Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority 450000 MaxEval 5 MaxExec 2 }
GoalElement { Goal GOAL_NUKE_CITY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_WANDER Priority 1 MaxEval 0 MaxExec 1 }
GoalElement { Goal GOAL_SALLY Priority 0 MaxEval 0 MaxExec 1 }
GoalElement { Goal GOAL_REFORM Priority 450000 MaxEval 1 MaxExec 0.5 PerCity}
GoalElement { Goal GOAL_SUE_FRANCHISE Priority 450000 MaxEval 1 MaxExec 0.5 PerCity}
GoalElement { Goal GOAL_RETREAT Priority -600000 MaxEval 1 MaxExec 1 PerCity}
GoalElement { Goal GOAL_RETREAT_SPECIAL Priority -600000 MaxEval 1 MaxExec 1 PerCity}
GoalElement { Goal GOAL_DESTROY_ENDGAME Priority 450000 MaxEval 20 MaxExec 5 }
GoalElement { Goal GOAL_PROTECT_ENDGAME Priority 460000 MaxEval 30 MaxExec 15 }
GoalElement { Goal GOAL_ADVERTISING Priority 450000 MaxEval 7 MaxExec 5 } //P1 added
GoalElement { Goal GOAL_INCITE_UPRISING Priority 460000 MaxEval 2 MaxExec 1 } //P1 added
GoalElement { Goal GOAL_POISON_CITY Priority 460000 MaxEval 7 MaxExec 5 } //P1 added
GoalElement { Goal GOAL_THROW_PARTY Priority 440000 MaxEval 7 MaxExec 4 } //MG added
GoalElement { Goal GOAL_SUE Priority 470000 MaxEval 15 MaxExec 5 } //MG added
GoalElement { Goal GOAL_INDULGENCE Priority 440000 MaxEval 5 MaxExec 3 } //MG added
GoalElement { Goal GOAL_FAITH_HEALING Priority 435000 MaxEval 5 MaxExec 3 } //MG added
GoalElement { Goal GOAL_REFUEL Priority 990000 MaxEval 25 MaxExec 25 } //MG added Only Available if aircraft needs to be refueled
GoalElement { Goal GOAL_PARADROP Priority 490000 MaxEval 5 MaxExec 3 } //MG added
GoalElement { Goal GOAL_RANGED_ATTACK Priority 605000 MaxEval 25 MaxExec 5 } //MG added
// multiplied by #rounds to target
DistanceModifierFactor -50
// number of armies to try and disband units from per round
DisbandArmyCount 2
// minimum distance between settled cities
// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
MinSettleDistance 4
// cells with settle scores below this threshold will not be used
MinSettleScore 600
//
// BUILD LISTS
//
// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city
// used when deciding what city to rush buy in
RushBuyThreatBonus 10
// Percent of gold expenses last turn to keep in reserve when rush buying
RushBuyReservePercent 2.0
// Percent of civilization support dedicated to units
UnitSupportPercent 0.15
// Unit Percents must total to 1 (100%)
OffensiveUnitsPercent 0.20
DefensiveUnitsPercent 0.40
RangedUnitsPercent 0.40
SeaUnitsPercent 0.0
AirUnitsPercent 0.0
// Number of special units that should be built
SettlerUnitsCount 4
SeaTransportUnitsCount 6
AirTransportUnitsCount 1
SlaveryUnitsCount 6
SpyUnitsCount 3
DiplomatUnitsCount 2
MissionaryUnitsCount 2
SpecialUnitsCount 3
// Do not build certain items in cities where if it takes too many turns
MaxSettlerBuildTurns 30
MaxUnitBuildTurns 20
MaxWonderBuildTurns 35
// maximum percent of conventional units to build before building
// special units of specified type
BuildTransportProductionLevel 0.25
BuildSettlerProductionLevel 0.25
// Types of standard units that should be built
OffensiveUnitList UNIT_BUILD_LIST_OFFENSE
DefensiveUnitList UNIT_BUILD_LIST_DEFENSE
RangedUnitList UNIT_BUILD_LIST_RANGED
SeaUnitList UNIT_BUILD_LIST_SEA
AirUnitList UNIT_BUILD_LIST_AIR
// Types of special units that should be built
SettlerUnitList UNIT_BUILD_LIST_LAND_SETTLER
SeaSettlerUnitList UNIT_BUILD_LIST_SEA_SETTLER
SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
AirTransportUnitList UNIT_BUILD_LIST_NAVAL_SPECIAL
SpecialUnitList UNIT_BUILD_LIST_SPECIAL_MILITARIST
SpyUnitList UNIT_BUILD_LIST_SPECIAL_SPY
SlaverUnitList UNIT_BUILD_LIST_SPECIAL_SLAVERY
DiplomatUnitList UNIT_BUILD_LIST_SPECIAL_DIPLOMACY
MissionaryUnitList UNIT_BUILD_LIST_SPECIAL_MISSIONARY
FreightUnitList UNIT_BUILD_LIST_FREIGHT
// minimum number of units to keep in cities as a garrison
OffensiveGarrisonCount 0
DefensiveGarrisonCount 0
RangedGarrisonCount 0
// For each city with an empty build queue, build from
// first sequence that applies
BuildListSequenceElement {
Priority 10000
BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
Bottom 0.2
GrowthCities
Advice BUILD_GROWTH_ADVICE
}
BuildListSequenceElement {
Priority 12000
BuildListSequence BUILD_LIST_SEQUENCE_SMALL_CITIES
HasBuildingsThenStop BUILDING_BUILD_LIST_SMALL_CITIES
SmallCitiesMaxSize 6
MinNumUnits 2
Advice BUILD_GROWTH_ADVICE
}
BuildListSequenceElement {
Priority 12000
BuildListSequence BUILD_LIST_SEQUENCE_DIRTY_CITIES
HasBuildingsThenStop BUILDING_BUILD_LIST_DIRTY_CITIES
MinPollution 300
AllCities
Advice BUILD_GROWTH_ADVICE
}
BuildListSequenceElement {
Priority 12000
BuildListSequence BUILD_LIST_SEQUENCE_CITIES_AT_MAX_SIZE
Advice BUILD_GROWTH_ADVICE
BeforeMaxCitySize 2
}
BuildListSequenceElement {
Priority 6000
BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
Top 0.4
ProductionCities
Advice BUILD_PRODUCTION_ADVICE
}
BuildListSequenceElement {
Priority 4000
BuildListSequence BUILD_LIST_SEQUENCE_GOLD
Top 0.4
CommerceCities
Advice BUILD_GOLD_ADVICE
}
BuildListSequenceElement {
Priority 7000
BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
Top 0.2
ProductionCities
Advice BUILD_OFFENSE_ADVICE
}
BuildListSequenceElement {
Priority 5000
BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
Top 0.4
CommerceCities
Advice BUILD_SCIENCE_ADVICE
}
BuildListSequenceElement {
Priority 11000
BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
MinNumUnits 2
MinNumCities 4
Top 0.1
ProductionCities
Advice BUILD_WONDERS_ADVICE
}
BuildListSequenceElement {
Priority 9000
BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
Top 0.2
ThreatenedCities
Advice BUILD_DEFENSE_ADVICE
}
BuildListSequenceElement {
Priority 11500
BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
HasBuildingsThenStop BUILDING_BUILD_LIST_HAPPINESS
MinNumUnits 2
Bottom 0.1
// AllCities
// MaxRawHappiness 74
HappyCities
Advice BUILD_HAPPINESS_ADVICE
}
BuildListSequenceElement {
Priority 3000
BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
MinNumUnits 2
AllCities
NoUnits
Advice BUILD_DEFAULT_ADVICE
}
BuildListSequenceElement {
Priority 2000
BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
Default
Advice BUILD_DEFAULT_ADVICE
}
//
// ADVANCE LIST
//
Research ADVANCE_LIST_DEFAULT
StopResearch ADVANCE_LIST_STOP_RESEARCH
//
// DIPLOMACY
//
// priority for fear motivations
FearInvasion 1000
FearCityDefense 1100
FearPiracy 900
FearScienceRank 800
FearMilitaryRank 800
FearTradeRank 800
FearPollution 900
// priority for desire motivations
DesireAttack 800
DesireGold 900
DesireScience 900
DesireMakeFriend 1000
DesireEnlistFriend 1100
//
// TRADE
//
// only accumulate count of piracy if it occurs within
// memory of last piracy
PiracyMemoryTurns 3
// number of piracy events to accumulate before we kill the route
MaxPiracyEvents 3
//
// FORCE MATCHING STRATEGY_DEFAULT
//
Offensive {
AttackMatch 0.6 // ratio of army's attack strength to target's defense strength
DefenseMatch 0.2 // ratio of army's defense strength to target's attack strength
RangedMatch 0.5 // ratio of army's ranged strength to target's ranged strength
BombardMatch 0.0 // ratio of army's bombard strength to target's bombard strength
ValueMatch 0.4 // ratio of army's value to target's value
}
Defensive {
AttackMatch 0.2
DefenseMatch 0.8
RangedMatch 0.2
BombardMatch 0.6
ValueMatch 0.7
}
Harass {
AttackMatch 0.4
DefenseMatch 0.3
RangedMatch 0.4
BombardMatch 0.0
ValueMatch 0.3
}
StealthAttack {
AttackMatch 1.2
DefenseMatch 0.0
RangedMatch 0.0
BombardMatch 0.0
ValueMatch 1.1 // Maybe this has to be changed, too.
}
Bombard {
AttackMatch 0.0
DefenseMatch 0.8
RangedMatch 0.0
BombardMatch 1.1
ValueMatch 0.6
}
Special {
// no force matching for special attacks
AttackMatch 0.0
DefenseMatch 0.0
RangedMatch 0.0
BombardMatch 0.0
ValueMatch 0.0
}
}
STRATEGY_BARBARIAN {
// must inherit from default
Inherit STRATEGY_DEFAULT
// Good for war
// GOVERNMENT_VIRTUAL_DEMOCRACY best government in the group (city limit 60)
Government GOVERNMENT_VIRTUAL_DEMOCRACY
Government GOVERNMENT_ECOTOPIA
// GOVERNMENT_TECHNOCRACY best government in the group (city limit 45)
Government GOVERNMENT_TECHNOCRACY
Government GOVERNMENT_CORPORATE_REPUBLIC
// GOVERNMENT_FASCISM best government in the group (city limit 35)
Government GOVERNMENT_FASCISM
Government GOVERNMENT_DEMOCRACY
Government GOVERNMENT_COMMUNISM
// GOVERNMENT_MONARCHY best government in the group (city limit 20)
Government GOVERNMENT_MONARCHY
Government GOVERNMENT_REPUBLIC
Government GOVERNMENT_THEOCRACY
// First government (city limit 10)
Government GOVERNMENT_TYRANNY
// percent of gold to put into science
SciencePercent 20
// maximum percent of production used for military readiness
MaxSupportCostPercent 100
// Peace = 0, Alert = 1, War = 2
ReadinessLevel 2
// percent of production to put into public works/materials
PublicWorksPercent 0
//
// GOALS
//
GoalElement { Goal GOAL_ATTACK Priority 400000 MaxEval 25 MaxExec 25 } // Maybe remove and so that only the harrass goal is used
GoalElement { Goal GOAL_ENSLAVE_SETTLER Priority 390000 MaxEval 8 MaxExec 6 }
GoalElement { Goal GOAL_SLAVE_RAID Priority 380000 MaxEval 8 MaxExec 6 }
GoalElement { Goal GOAL_HARASS_CITY Priority 400000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_HARASS Priority 400000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_PILLAGE Priority 400000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_PIRATE Priority 393000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_WANDER Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_DEFEND Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_SEIGE Priority 500000 MaxEval 25 MaxExec 25 } // Maybe remove and so that only the harrass goal is used
GoalElement { Goal GOAL_SETTLE_LAND Priority 0 MaxEval 25 MaxExec 5 }
GoalElement { Goal GOAL_SETTLE_SEA Priority 0 MaxEval 25 MaxExec 5 }
GoalElement { Goal GOAL_SETTLE_IN_CITY Priority 0 MaxEval 3 MaxExec 1 PerCity }
GoalElement { Goal GOAL_EXPLORE Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_STEALTH_EXPLORE Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_CHOKEPOINT Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_PATROL Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_EXPEL Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_COUNTER_STEALTH Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_GOODY_HUT Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_PLANT_NUKE Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_CREATE_PARK Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_SOOTHSAY Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_ESTABLISH_EMBASSY Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_FRANCHISING Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_STEAL_TECHNOLOGY Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_INVESTIGATE_CITY Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_INCITE_REVOLUTION Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_INJOIN Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_ASSASSINATE Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_NUKE_CITY Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_SALLY Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_REFORM Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_SUE_FRANCHISE Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_RETREAT Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_RETREAT_SPECIAL Priority 0 MaxEval 0 MaxExec 0 PerCity}
GoalElement { Goal GOAL_DESTROY_ENDGAME Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_PROTECT_ENDGAME Priority 0 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_ADVERTISING Priority 0 MaxEval 0 MaxExec 0 } //P1 added
GoalElement { Goal GOAL_INCITE_UPRISING Priority 0 MaxEval 0 MaxExec 0 } //P1 added
GoalElement { Goal GOAL_POISON_CITY Priority 0 MaxEval 0 MaxExec 0 } //P1 added
GoalElement { Goal GOAL_THROW_PARTY Priority 0 MaxEval 0 MaxExec 0 } //MG added
GoalElement { Goal GOAL_SUE Priority 0 MaxEval 0 MaxExec 0 } //MG added
GoalElement { Goal GOAL_INDULGENCE Priority 0 MaxEval 0 MaxExec 0 } //MG added
GoalElement { Goal GOAL_FAITH_HEALING Priority 0 MaxEval 0 MaxExec 0 } //MG added
GoalElement { Goal GOAL_REFUEL Priority 990000 MaxEval 25 MaxExec 25 } //MG added Only Available if aircrafts need to be refueled
GoalElement { Goal GOAL_PARADROP Priority 0 MaxEval 0 MaxExec 0 } //MG added
GoalElement { Goal GOAL_RANGED_ATTACK Priority 0 MaxEval 0 MaxExec 0 } //MG added
// multiplied by #rounds to target
DistanceModifierFactor -250
// number of armies to try and disband units from per round
DisbandArmyCount 0
//
// BUILD LISTS
//
// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city
// used when deciding what city to rush buy in
RushBuyThreatBonus 10
// Percent of gold expenses last turn to keep in reserve when rush buying
RushBuyReservePercent 0.0
// Percent of civilization support dedicated to units
UnitSupportPercent 1.0
// Unit Percents must total to 1 (100%)
OffensiveUnitsPercent 0.60
DefensiveUnitsPercent 0.00
RangedUnitsPercent 0.40
SeaUnitsPercent 0.00
AirUnitsPercent 0.00
// Number of special units that should be built
SettlerUnitsCount 0
SeaTransportUnitsCount 1
AirTransportUnitsCount 0
SlaveryUnitsCount 5
SpyUnitsCount 3
DiplomatUnitsCount 2
MissionaryUnitsCount 2
SpecialUnitsCount 2
// Do not certain items in cities where if it takes too many turns
MaxSettlerBuildTurns 0
MaxUnitBuildTurns 100
MaxWonderBuildTurns 0
// maximum percent of conventional units to build before building
// special units of specified type
BuildTransportProductionLevel 0.0
BuildSettlerProductionLevel 0.0
// minimum number of units to keep in cities as a garrison
OffensiveGarrisonCount 0
DefensiveGarrisonCount 0
RangedGarrisonCount 0
// For each city with an empty build queue, build from first sequence that applies
BuildListSequenceElement {
Priority 20000
BuildListSequence BUILD_LIST_SEQUENCE_BARBARIAN
Top 1.0
ProductionCities
Advice BUILD_OFFENSE_ADVICE
}
//
// FORCE MATCHING STRATEGY_BARBARIAN
//
Offensive {
AttackMatch 0.0 // ratio of army's attack strength to target's defense strength
DefenseMatch 0.0 // ratio of army's defense strength to target's attack strength
RangedMatch 0.0 // ratio of army's ranged strength to target's ranged strength
BombardMatch 0.0 // ratio of army's bombard strength to target's bombard strength
ValueMatch 0.0 // ratio of army's value to target's value
}
Harass {
AttackMatch 0.0
DefenseMatch 0.0
RangedMatch 0.0
BombardMatch 0.0
ValueMatch 0.0
}
Defensive {
AttackMatch 0.0
DefenseMatch 0.0
RangedMatch 0.0
BombardMatch 0.0
ValueMatch 0.0
}
}
STRATEGY_SEIGE {
// percent of gold to put into science
SciencePercent 60
//
// BUILD LISTS
//
// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city
// used when deciding what city to rush buy in
RushBuyThreatBonus 10
// Percent of gold expenses last turn to keep in reserve when rush buying
RushBuyReservePercent 2.0
// Percent of civilization support dedicated to units
UnitSupportPercent 0.35
// Types of special units that should be built
SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
// Unit Percents must total to 1 (100%)
OffensiveUnitsPercent 0.30
DefensiveUnitsPercent 0.20
RangedUnitsPercent 0.30
SeaUnitsPercent 0.10
AirUnitsPercent 0.10
// Number of special units that should be built
SeaTransportUnitsCount 6
AirTransportUnitsCount 4
GoalElement { Goal GOAL_DEFEND Priority 607000 MaxEval 2 MaxExec 1 PerCity }
GoalElement { Goal GOAL_SEIGE Priority 705000 MaxEval 25 MaxExec 15 }
GoalElement { Goal GOAL_HARASS_CITY Priority 600000 MaxEval 3 MaxExec 1 }
GoalElement { Goal GOAL_ATTACK Priority 600000 MaxEval 25 MaxExec 10 }
GoalElement { Goal GOAL_HARASS Priority 595000 MaxEval 25 MaxExec 10 }
GoalElement { Goal GOAL_BOMBARD Priority 597000 MaxEval 25 MaxExec 4 }
GoalElement { Goal Goal_NUKE_CITY Priority 650000 MaxEval 10 MaxExec 2 }
// multiplied by #rounds to target
DistanceModifierFactor -150
BuildListSequenceElement {
Priority 10500
BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
Top 0.5 //WW from .35
ProductionCities
Advice BUILD_OFFENSE_ADVICE
}
BuildListSequenceElement {
Priority 10000
BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
Top 0.2 //WW from .35
ThreatenedCities
Advice BUILD_DEFENSE_ADVICE
}
//
// FORCE MATCHING STRATEGY_SEIGE
//
Offensive {
AttackMatch 0.7
DefenseMatch 0.3
RangedMatch 0.7
BombardMatch 0.0
ValueMatch 0.5
}
Harass {
AttackMatch 0.6
DefenseMatch 0.3
RangedMatch 0.6
BombardMatch 0.0
ValueMatch 0.4
}
}
STRATEGY_ATTACK {
// percent of gold to put into science
SciencePercent 60
//
// BUILD LISTS
//
// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city
// used when deciding what city to rush buy in
RushBuyThreatBonus 10
// Percent of gold expenses last turn to keep in reserve when rush buying
RushBuyReservePercent 2.0
// Percent of civilization support dedicated to units
UnitSupportPercent 0.35
// Unit Percents must total to 1 (100%)
OffensiveUnitsPercent 0.30
DefensiveUnitsPercent 0.20
RangedUnitsPercent 0.30
SeaUnitsPercent 0.10
AirUnitsPercent 0.10
// Number of special units that should be built
SeaTransportUnitsCount 6
AirTransportUnitsCount 4
SlaveryUnitsCount 5
SpyUnitsCount 3
DiplomatUnitsCount 2
MissionaryUnitsCount 2
SpecialUnitsCount 2
// Types of special units that should be built
SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
SpecialUnitList UNIT_BUILD_LIST_SPECIAL_MILITARIST
GoalElement { Goal GOAL_DEFEND Priority 507000 MaxEval 2 MaxExec 1 PerCity }
GoalElement { Goal GOAL_SEIGE Priority 600000 MaxEval 25 MaxExec 10 }
GoalElement { Goal GOAL_ATTACK Priority 725000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_HARASS Priority 600000 MaxEval 25 MaxExec 25 }
GoalElement { Goal GOAL_BOMBARD Priority 607000 MaxEval 25 MaxExec 10 }
GoalElement { Goal GOAL_HARASS_CITY Priority 595000 MaxEval 25 MaxExec 10 }
// pillage like crazy if we do not care so much about taking cities
GoalElement { Goal GOAL_PILLAGE Priority 393000 MaxEval 10 MaxExec 5 }
// multiplied by #rounds to target
DistanceModifierFactor -150
NuclearFirstStrike: Enabled
NuclearTargeting: Enabled
// do not perform first strike if our regard is above some limit
PreemptiveStrikeRegard 100
// how many foreign boom booms are enough 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)
PreemptiveStrikeRiskRatio 0.25
// when do we have 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)
PreemptiveStrikeSuperiorityRatio 0.75
BuildListSequenceElement {
Priority 10500
BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
Top 0.5 //WW from .35
ProductionCities
Advice BUILD_OFFENSE_ADVICE
}
BuildListSequenceElement {
Priority 10000
BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
Top 0.2 //WW from .35
ThreatenedCities
Advice BUILD_DEFENSE_ADVICE
}
//
// FORCE MATCHING STRATEGY_ATTACK
//
Offensive {
AttackMatch 0.7
DefenseMatch 0.3
RangedMatch 0.7
BombardMatch 0.0
ValueMatch 0.5
}
Harass {
AttackMatch 0.6
DefenseMatch 0.3
RangedMatch 0.6
BombardMatch 0.0
ValueMatch 0.4
}
}
STRATEGY_DEFEND {
// percent of gold to put into science
SciencePercent 60
//
// BUILD LISTS
//
// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city
// used when deciding what city to rush buy in
RushBuyThreatBonus 10
// Percent of gold expenses last turn to keep in reserve when rush buying
RushBuyReservePercent 2.0
// Percent of civilization support dedicated to units
UnitSupportPercent 0.35
// Types of special units that should be built
AirTransportUnitList UNIT_BUILD_LIST_AIR
// Unit Percents must total to 1 (100%)
OffensiveUnitsPercent 0.10
DefensiveUnitsPercent 0.40
RangedUnitsPercent 0.40
SeaUnitsPercent 0.0
AirUnitsPercent 0.10
GoalElement { Goal GOAL_DEFEND Priority 657000 MaxEval 2 MaxExec 1 PerCity }
GoalElement { Goal GOAL_SEIGE Priority 450000 MaxEval 25 MaxExec 3 }
GoalElement { Goal GOAL_ATTACK Priority 450000 MaxEval 25 MaxExec 3 }
GoalElement { Goal GOAL_BOMBARD Priority 452000 MaxEval 5 MaxExec 3 }
BuildListSequenceElement {
Priority 10000
BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
Top 0.5 //WW from .35
ProductionCities
Advice BUILD_OFFENSE_ADVICE
}
BuildListSequenceElement {
Priority 10500
BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
Top 0.5 //WW from .7
ThreatenedCities
Advice BUILD_DEFENSE_ADVICE
}
//
// FORCE MATCHING STRATEGY_DEFEND
//
Defensive {
AttackMatch 0.2
DefenseMatch 0.6
RangedMatch 0.6
BombardMatch 0.4
ValueMatch 1.1
}
Harass {
AttackMatch 0.6
DefenseMatch 0.3
RangedMatch 0.6
BombardMatch 0.0
ValueMatch 1.5
}
}
STRATEGY_CAREFUL_START {