DB-Reference: Strategies.txt
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DB-Reference : : Strategies.txt  

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

Information last updated by: BureauBert on 15.08.2004
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