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CTP2 Bureau The Modding Knowledgebase |
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DB-Reference :
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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 |
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Number of Air Transports to maintain in army | |
AirUnitList | str | Unit list to use when building Air units | ||
AirUnitsPercent | int |
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Percentage of Air units in total army | |
Bottom | int | Bottom percentage of cities to receive assignment setting | ||
BuildSettlerProductionLevel | int |
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Maximum percent of conventional units to build before building Settlers | |
BuildTransportProductionLevel | int |
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Maximum percent of conventional units to build before building Transports | |
Default | str | Use this setting if no other setting matched | ||
DefensiveGarrisonCount | int |
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Minimum number of Defensive units to keep as garrison in a city | |
DefensiveUnitList | str | Unit list to use when building Defensive units | ||
DefensiveUnitsPercent | int |
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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 | ||
GoldCities | str | Evaluate based on city’s gold rate | ||
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 |
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Maximum build time allowed to build Settlers | |
MaxSupportCostPercent | int | Max percentage of Production to be spent on unit support | ||
MaxUnitBuildTurns | int |
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Maximum build time allowed to build Units | |
MaxWonderBuildTurns | int |
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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 |
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Minimum number of Offensive units to keep as garrison in a city | |
OffensiveUnitList | str | Unit list to use when building Offensive units | ||
OffensiveUnitsPercent | int |
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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 |
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Minimum number of Ranged units to keep as garrison in a city | |
RangedUnitList | str | Unit list to use when building Ranged units | ||
RangedUnitsPercent | int |
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Percentage of Ranged units in total army | |
ReadinessLevel | int | Military readiness setting | ||
RoadUtilityBonus | int | Bonus for building road improvements | ||
RushBuyReservePercent | int |
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Percent of gold expenses last turn to keep in reserve when rush buying. Valid values: 1.0 = 100% | |
RushBuyThreatBonus | int |
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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 |
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Number of Sea Transports to maintain in army | |
SeaUnitList | str | Unit list to use when building Sea units | ||
SeaUnitsPercent | int |
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Percentage of Sea units in total army | |
SettlerUnitList | str | Unit list to use when building Settler units | ||
SettlerUnitsCount | int |
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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 |
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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 |
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Percent of civilization support dedicated to units |
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