The AIs normally make their own decisions about how to play a game, but they can also follow hints provided by the game design.
This variable is true if the AI can evaluate whether to resign and then
resign if it likes. Otherwise, it will play until it wins or loses.
This variable is true if AI or plan execution can put a unit into
reserve for the remainder of a turn. This can prevent unit confusion,
but can also put the side at a disadvantage if too many of its units
spend turns in reserve rather than doing something useful. Defaults to
This is the range out to which AI and/or plan execution will look for
tactical opportunities, such as captures. Defaults to
This is the number of occupants the AI should have as garrison for the unit if there are no threats nearby.
This is the number of occupants the AI should have as garrison for the
unit if there are threatening units nearby. Defaults to
This is the recommended distance between advanced units, ideally used
when constructing units are deciding where to build. Defaults to
This is the maximum number of times that task execution will be retried
when a task fails. Defaults to
This is the probability that a failing task will be removed from
the task agenda. Defaults to
This is the probability that a unit whose task is failing will go into
reserve and try the task on the following turn. Defaults to
This variable is used by colonizers to identify locations that can
support an advanced unit growing to this size. Defaults to
These properties identify a unit type as having particular uses and/or characteristics.
The number of cells of sea terrain that must be present before an AI
will consider building naval units. Defaults to