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Behavior

The AIs normally make their own decisions about how to play a game, but they can also follow hints provided by the game design.

GlobalVariable: ai-may-resign t/f

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. Defaults to true.

GlobalVariable: units-may-go-into-reserve t/f

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 true.

UnitTypeProperty: ai-tactical-range n

This is the range out to which AI and/or plan execution will look for tactical opportunities, such as captures. Defaults to 4.

UnitTypeProperty: ai-peace-garrison n

This is the number of occupants the AI should have as garrison for the unit if there are no threats nearby.

UnitTypeProperty: ai-war-garrison n

This is the number of occupants the AI should have as garrison for the unit if there are threatening units nearby. Defaults to 1.

GlobalVariable: ai-advanced-unit-separation n

This is the recommended distance between advanced units, ideally used when constructing units are deciding where to build. Defaults to 3.

GlobalVariable: ai-badtask-max-retries n

This is the maximum number of times that task execution will be retried when a task fails. Defaults to 6.

GlobalVariable: ai-badtask-remove-chance n

This is the probability that a failing task will be removed from the task agenda. Defaults to 20.

GlobalVariable: ai-badtask-reserve-chance n

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 6.

GlobalVariable: minimal-size-goal n

This variable is used by colonizers to identify locations that can support an advanced unit growing to this size. Defaults to 12.

UnitTypeProperty: ground t/f

UnitTypeProperty: naval t/f

UnitTypeProperty: air t/f

UnitTypeProperty: colonizer t/f

UnitTypeProperty: facility t/f

These properties identify a unit type as having particular uses and/or characteristics.

UnitTypeProperty: minimal-sea-for-docks n

The number of cells of sea terrain that must be present before an AI will consider building naval units. Defaults to 30.


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