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 |
|