; 08/27/01 - IanK - Added support for BuildTemplates
; 10/08/01 - IanK - Fine tuning in preparation for release
; 03/21/01 - IanK - Further fine tuning in preparation for KIS/KAG Gold
; 04/11/02 - IanK - Additional tweaks based on the changes in the Default SAI Profile
; 04/13/02 - IanK - Continued minor updates and tweaks
; 04/18/02 - IanK - Minor tweaks
; 04/24/02 - IanK - Additional tweaks based on RickC's (Fenwe) feedback and internal testing
;
[GeneralSettings]
name = Ctesiphon
description = Ctesiphon can be a tough opponent when he focuses on a strategy long enough to see it to fruition, otherwise, his tendency to get distracted hurts him in the long haul.
skill_level = 0 ; 0 = Easy | 1 = Medium | 2 = Hard
full_recompute_time = 30.0 ; seconds per full recompute of strategy (float)
preferredfaction = CEYAH
[GoalPriorityList]
explore = 50.0 ; priority to go to unexlored regions (float)
distance = -4.0 ; reduced priority according to region distance (float)
combat = 25.0 ; enemy combat priority (float)
building_attack = 65.0 ; enemy building attack priority (float)
repair = 90.0 ; repair damaged friendly buildings, set to zero if not to be used (float)
guard = 5.0 ; guard regions (at border or near my towns) (float)
reinforce = 75.0 ; move injured units to friendly supply zone(float)
upgrade_building = 40.0 ; [1.0.11] upgrade an existing building (float)
build_outpost = 10.0 ; new outpost priority (float)
build_structure = 11.0 ; building a new structure in a city (float)
upgrade_structure = 10.0 ; upgrade an existing structure in a city (float)
commission_unit = 25.0 ; commissioning a new unit (float)
[GoalPriorityBonus]
fuzziness = 9.0 ; max fuzzy priority--fuzzy priority will be in a range from 0 to this (float)
destroy_captured_base_percent = 0.99 ; percent to raze a building surrounded by enemy. (float)
percent_engage_captain = 0.99 ; % chance the captain will be set to engage rather than command (float)
wake_hero_threshold = 35 ; [1.0.11] minimum gold income before will awaken heroes (float)
percent_borrow_for_upgrade = 0.00 ; [1.2.0] chance of upgrading on whim by stealing from other accounts
[MaxExecGoals]
guard = 0 ; how many patrol/perimeter/guar goals per settlement (char)
[StrengthRatios]
matching_ratio_max = 5.0 ; Maximum (float)
building_bonus_min = 0.0 ; Minimum force strength bonus per building when present (float)
building_bonus_max = 50.0 ; Maximum, note this is both for friendly (on defense) as well as enemy (on attack) when there are enemy present (float)
explore_min = 1.0 ; Minimum force strength to be exploring (float)
guard_min = 0.0 ; Minimum force strength to be guarding areas (borders or near my cities) (float)
guard_max = 20.0 ; Maximum (float)
[GoldRatio]
build = 0.20 ; % of resources will go toward building and upgrading settlements and other stand-alone structures(float)
upgrade = 0.30 ; % of resources will go toward building new settlement structures, like sawmills(float)
unit = 0.50 ; % of resources will go toward commissioning new companies(float)
[StructurePriorityBonus]
target_upgrade_ratio = 0.40 ; Target percent of upgraded structures to non-upgraded structures
[CompanySupportChoiceRatio]
support = 1.00 ; use specialty support units (mages, paladins, whatever) (float)
complementary = 0.00 ; archers with melee or melee (esp. scouts) with archers comp also picks up when support units aren't available
none = 0.05 ; only use the front line units, no support (float)
[CompanySupportPriorityBonus]
percent_big_engineer = 1.00 ; percent of engineer companies that have 6 versus only 4 engineer units (float)
percent_mixed_engineer = 0.0 ; percent an engineer company will have different support units
matching_support = -20.0 ; extra priority for the 2nd support unit matching the first (for special support units only) (float)
fuzziness = 20.0 ; fuzzy range for support units (float)
[PoliticalTendencies]
aloof = 0.03 ; (0.0-0.5) % push opinion towards 0(neutral) each think turn
[PoliticalTreatyOfferThreshold]
DeclareWar = -30.0 ; If opinion falls below this point, the player will delare war
OfferPeace = 25.0 ; Offer a peace treaty
CancelAlliance = 60.0 ; Cancel an alliance
OfferAlliance = 80.0 ; Offer an alliance
[PoliticalTreatyAcceptThreshold]
OfferPeace = 15.0 ; Accept an offered peace treaty