| The Strategies.txt file defines the various strategic states for the AI |
| AirTransportUnitList |
str |
|
Unit list to use when building Air Transport units |
|
| AirTransportUnitsCount |
int |
|
Number of Air Transports to maintain in army |
|
| AirUnitList |
str |
|
Unit list to use when building Air units |
|
| AirUnitsPercent |
int |
|
Percentage of Air units in total army |
|
| Bottom |
int |
|
Bottom percentage of cities to receive assignment setting |
|
| BuildSettlerProductionLevel |
int |
|
Maximum percent of conventional units to build before building Settlers |
|
| BuildTransportProductionLevel |
int |
|
Maximum percent of conventional units to build before building Transports |
|
| Default |
str |
|
Use this setting if no other setting matched |
|
| DefensiveGarrisonCount |
int |
|
Minimum number of Defensive units to keep as garrison in a city |
|
| DefensiveUnitList |
str |
|
Unit list to use when building Defensive units |
|
| DefensiveUnitsPercent |
int |
|
Percentage of Defensive units in total army |
|
| DeficitSpending |
int |
|
Percentage of savings that can be spent each turn |
|
| Delta |
int |
|
Setting changes from baseline |
|
| DisbandArmyCount |
int |
|
Number of armies to try and disband units from per turn |
|
| DistanceModifierFactor |
int |
|
Bonus to add to goal priority based on distance |
|
| EntertainerPercent |
int |
|
Percentage of specialists to be assigned as Entertainers |
|
| EvalPerCity |
str |
|
This flag makes the MaxEval value based on the number of cities |
|
| ExecPerCity |
str |
|
This flag makes the MaxExec value based on the number of cities |
|
| FarmerPercent |
int |
|
Percentage of specialists to be assigned as Farmers |
|
| FixPollutionThreshold |
int |
|
Stored PW must exceed cost to fix + threshold |
|
| FreightUnitList |
str |
|
Unit list to use when building Freight units |
|
| Goal |
str |
|
Each GoalElement defines the attributes for a single Goal |
Apolyton-thread
|
| GoldCities |
str |
|
Evaluate based on city’s gold rate |
Apolyton-thread
|
| Government |
str |
|
This defines the governments the AI desires to use |
|
| GrowthCities |
str |
|
Evaluate based on city’s growth rate |
|
| ImproveGoodBonus |
int |
|
Bonus to apply to cells with goods |
|
| ImproveGrowthBonus |
int |
|
Bonus for building growth improvements |
|
| ImproveGrowthList |
str |
|
Ordered list of terrain improvements that increase growth |
|
| ImproveLargeCityProductionBonus |
int |
|
Bonus for production improvements in largest 20% of our cities |
|
| ImproveProductionBonus |
int |
|
Bonus for building production improvements |
|
| ImproveProductionList |
str |
|
Ordered list of terrain improvements that increase production |
|
| ImproveRandomList |
str |
|
Ordered list of terrain improvements to be randomly spread around |
|
| ImproveSmallCityGrowthBonus |
int |
|
Bonus for growth improvements in smallest 20% of our cities |
|
| Inherit |
str |
|
Strategy ID of a strategy to inherit |
|
| LaborerPercent |
int |
|
Percentage of specialists to be assigned as Laborers |
|
| MaxEval |
int |
|
Number of times this goal should be considered per turn |
|
| MaxEvalTileImprovements |
int |
|
Number of Tile Improvements to consider building each turn |
|
| MaxExec |
int |
|
Maximum number of time this goal can be executed per turn |
|
| MaximumWagePercent |
int |
|
Maximum percentage of Commerce that can be spent on Wages |
|
| MaxSettlerBuildTurns |
int |
|
Maximum build time allowed to build Settlers |
|
| MaxSupportCostPercent |
int |
|
Max percentage of Production to be spent on unit support |
|
| MaxUnitBuildTurns |
int |
|
Maximum build time allowed to build Units |
|
| MaxWonderBuildTurns |
int |
|
Maximum build time allowed to build Wonders |
|
| MerchantPercent |
int |
|
Percentage of specialists to be assigned as Merchants |
|
| MinimumHappiness |
int |
|
Try to keep city happiness above this level |
|
| MinSettleDistance |
int |
|
Minimum distance (in cells) between settled cities |
|
| MinSettleScore |
int |
|
Cells with settle scores below this threshold will not be used |
|
| OffensiveGarrisonCount |
int |
|
Minimum number of Offensive units to keep as garrison in a city |
|
| OffensiveUnitList |
str |
|
Unit list to use when building Offensive units |
|
| OffensiveUnitsPercent |
int |
|
Percentage of Offensive units in total army |
|
| PerCity |
str |
|
This flag makes both the MaxExec & MaxEval values based on the number of cities |
|
| Priority |
int |
|
Base priority of the goal |
|
| ProductionCities |
str |
|
Evaluate based on city’s production rate |
|
| PublicWorksPercent |
int |
|
Percent of Production to put into Public Works |
|
| PublicWorksReserve |
int |
|
Amount of public works (materials) to keep in reserve |
|
| RangedGarrisonCount |
int |
|
Minimum number of Ranged units to keep as garrison in a city |
|
| RangedUnitList |
str |
|
Unit list to use when building Ranged units |
|
| RangedUnitsPercent |
int |
|
Percentage of Ranged units in total army |
|
| ReadinessLevel |
int |
|
Military readiness setting |
|
| RoadUtilityBonus |
int |
|
Bonus for building road improvements |
Apolyton-thread
|
| RushBuyReservePercent |
int |
|
Percent of gold expenses last turn to keep in reserve when rush buying. Valid values: 1.0 = 100% |
|
| RushBuyThreatBonus |
int |
|
Bonus to be added to threatened cities when considering to rush buy items |
|
| SciencePercent |
int |
|
Percentage of Commerce to be spent on science |
|
| ScientistPercent |
int |
|
Percentage of specialists to be assigned as Scientists |
|
| SeaTransportUnitList |
str |
|
Unit list to use when building Sea Transport units |
|
| SeaTransportUnitsCount |
int |
|
Number of Sea Transports to maintain in army |
|
| SeaUnitList |
str |
|
Unit list to use when building Sea units |
|
| SeaUnitsPercent |
int |
|
Percentage of Sea units in total army |
|
| SettlerUnitList |
str |
|
Unit list to use when building Settler units |
|
| SettlerUnitsCount |
int |
|
Number of Settlers to maintain in army |
|
| Specialists |
int |
|
Percentage of workers to be assigned as specialists after minimum levels have been reached |
|
| SpecialUnitList |
str |
|
Unit list to use when building Special units |
|
| SpecialUnitsCount |
int |
|
Number of Special Units to maintain in army |
|
| TimeToFixPollution |
int |
|
Turns to wait before fixing polluted tiles |
|
| TimeToFixRoads |
int |
|
Turns to wait before fixing roads |
|
| Top |
int |
|
Top percentage of cities to receive assignment setting |
|
| UnitSupportPercent |
int |
|
Percent of civilization support dedicated to units |
|