; 06/13/01 - IanK - Updated and reformatted; added Ahriman's Gift units
; 09/13/01 - IanK - CompanyFrontRepeatPenalty set to -5 as indicated in the comments
; 04/10/02 - IanK - Updated Default SAI Profile to improve performance of Medium and
; Hard SAIs across the board. The improvements are in unit
; commissioning, bank account allocation, and goal priority
; settings. Also, the comments throughout the Default SAI
; have been improved for easier comprehension
; 04/13/02 - IanK - Continued minor updates and tweaks
; 04/24/02 - IanK - Additional tweaks based on RickC's (Fenwe) feedback and internal testing
;
; This file contains default values for all settings, and also includes a complete list
; of all available units, components and upgrades. Please note that the name the SAI
; specifies may NOT be exactly the same as the name you see in the editor (which is localized)
;
; Setting name/description: the "STRING_xxxx_" indicator is for the localization system.
; You can replace it with plaintext (do not use the "STRING_xxxx_" format)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Goal Allocation & Priorities ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[GeneralSettings]
name = Tluafed
description = Tluafed is the default SAI profile. He is a medium difficulty SAI that will offer a challenge to players new to Kohan.
preferredfaction = ANY
skill_level = 1 ; 0 = Easy | 1 = Medium | 2 = Hard
full_recompute_time = 30.0 ; seconds per full recompute of strategy (float)
early_game_full_recompute_time = 20.0 ; full_recompute_time in the early game (float)
early_game_threshold = 4 ; settlement number that defines early game behavior (int)
sai_wait_threshold = 3.0 ; number of minutes that SAI will wait to accumulate gold and achieve higher priority goals
influence_range = 4 ; [ignored outside default.ini] number of regions influence can cross (int)
influence_decay_rate = 0.5 ; [ignored outside default.ini] amount of influence transmitted from one region to another (float)
[GoalPriorityList]
; Srategic Goal Priority List
explore = 50.0 ; priority to go to unexplored regions (float)
distance = -4.0 ; reduced priority according to region distance (this value is a multiplier) (float)
repeat = 50.0 ; priority of repeated goals (float)
combat = 10.0 ; enemy combat priority (this value is a multiplier) (float)
building_attack = 55.0 ; enemy building attack priority (float)
building_defend = 25.0 ; friendly building defense priority (float)
guard = 20.0 ; guard border or town regions (float)
repair = 75.0 ; repair damaged friendly buildings, set to zero if not to be used (float)
reinforce = 85.0 ; move injured units to friendly supply zone (float)
commission_unit = 35.0 ; commissioning a new unit (float)
build_city = 100.0 ; new settlement priority (float)
build_structure = 25.0 ; building a new structure in a city (float)
build_outpost = 50.0 ; new outpost priority (float)
build_mine = 50.0 ; priority to build a new mine (float)
upgrade_city = 0.0 ; [ignored outside default.ini] upgrade an existing city (float)
upgrade_structure = 35.0 ; upgrade an existing structure in a city (float)
upgrade_building = 25.0 ; [1.0.11] upgrade an existing building (float)
[GoalPriorityBonus]
fuzziness = 25.0 ; max fuzzy priority--fuzzy priority will be in a range from 0 to this (float)
campaign_attack_delay = 120.0 ; (s) time to wait before attacking anyone else in a campaign (float)
scenario_attack_delay = 0.0 ; (s) time to wait before attacking anyone else in a single scenario (float)
destroy_captured_base_percent = 0.25 ; percent to raze a building surrounded by enemy (float)
percent_engage_captain = 0.50 ; % chance the captain will be set to engage rather than command (float)
wake_hero_threshold = 10 ; [1.0.11] minimum gold income before will awaken heroes (float)
percent_borrow_for_upgrade = 0.10 ; [1.2.0] chance of upgrading on whim by stealing from other accounts
[MaxEvalGoals]
; Max number of evaluted sets of goals per settlement (char)
explore = 4 ; how many explore goals should be evaluted per settlement (char)
attack = 6 ; how many attack goals should be evaluted per settlement (char)
guard = 3 ; how many patrol/perimeter/guard goals per settlement (char)
construct = 4 ; how many new buildings goals (new cities, outposts, mines) per settlement (char)
upgrade = 4 ; how many new structure goals (city upgrades) per settlement (char)
[MaxExecGoals]
; Maximum number of executed sets of goals per settlement (char)
explore = 1 ; how many explore goals should actually be executed per settlement (char)
attack = 3 ; how many attack goals should be executed per settlement (char)
guard = 1 ; how many patrol/perimeter/guar goals per settlement (char)
construct = 1 ; how many new buildings goals (new cities, outposts, mines) per settlement (char)
upgrade = 1 ; how many new structure goals (city upgrades) (char)
[StrengthRatios]
; Unit Strength Ratios
matching_ratio_min = 2.0 ; Minimum force strength ratio when engaging enemy (float)
matching_ratio_max = 5.0 ; Maximum force strength ratio when engaging enemy (float)
building_bonus_min = 5.0 ; Minimum force strength bonus per building when present (float)
building_bonus_max = 20.0 ; Maximum force strength bonus per building when present. This is both for friendly (on defense) as well as enemy (on attack) when there are enemy present (float)
explore_min = 10.0 ; Minimum force strength to be exploring (float)
explore_max = 25.0 ; Maximum force strength to be exploring. These are counted before a unit is added, so only one unit will be added to each) (float)
guard_min = 10.0 ; Minimum force strength to be guarding borders or cities (float)
guard_max = 25.0 ; Maximum force strength to be guarding borders or cities (float)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Economic Allocation and Priorities ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[GoldRatio]
; The gold ratios do not have to add up to zero, they will be normalized and any
; negative values will be made positive.
build = 0.10 ; % of resources will go toward building and upgrading settlements and other buildings (float)
upgrade = 0.45 ; % of resources will go toward building components and component upgrades (float)
unit = 0.45 ; % of resources will go toward commissioning new companies (float)
[StructurePriorityList]
; Components priorities (these will be altered by a deficit in the SAIs economy)
Quarry = 8.0 ; priority to build a Quarry (float)
Woodmill = 8.0 ; priority to build a Woodmill (float)
Blacksmith = 8.0 ; priority to build a Blacksmith (float)
Market = 10.0 ; priority to build a Market (float)
Barracks = 6.0 ; priority to build a Barracks (float)
Temple = 6.0 ; priority to build a Temple (float)
Library = 8.0 ; priority to build a Library (float)
Wall = 6.0 ; priority to build a Wall (float)
[StructureUpgradePriorityList]
; Component upgrades priorities (these will be altered by a deficit in the SAIs economy)
MiningPost = 10.0 ; priority to upgrade a Quarry to a Mining Post (float)
MasonryGuild = 4.0 ; priority to upgrade a Quarry to a Masonry Guild (float)
StoneMarket = 4.0 ; priority to upgrade a Quarry to a Stone Export (float)
Sawmill = 6.0 ; priority to upgrade a Woodmill to a Sawmill (float)
CarpentryGuild = 4.0 ; priority to upgrade a Woodmill to a Carpentry Guild (float)
WoodMarket = 8.0 ; priority to upgrade a Woodmill to a Wood Export (float)
BlastFurnace = 6.0 ; priority to upgrade a Blacksmith to a Blast Furnace (float)
ArmoryGuild = 4.0 ; priority to upgrade a Blacksmith to an Armory Guild [Except Ceyah] (float)
ManaForge = 10.0 ; priority to upgrade a Blacksmith to a Mana Forge [Ceyah] (float)
IronMarket = 8.0 ; priority to upgrade a Blacksmith to an Iron Export (float)
Bazaar = 8.0 ; priority to upgrade a Market to a Bazaar (float)
Bank = 12.0 ; priority to upgrade a Market to a Bank (float)
Factory = 4.0 ; priority to upgrade a Market to a Factory [Nationalist] (float)
Workshop = 10.0 ; priority to upgrade a Market to a Workshop [Royalist] (float)
Billet = 6.0 ; priority to upgrade a Barracks to a Billet [Royalist] (float)
Garrison = 8.0 ; priority to upgrade a Barracks to a Garrison (float)
SupplyPost = 4.0 ; priority to upgrade a Barracks to a Supply Post (float)
TempleOfTheOverseers = 8.0 ; priority to upgrade a Temple to Light of Faith [Council] (float)
WayOfImmortality = 8.0 ; priority to upgrade a Temple to Eternal Path [Royalist] (float)
Nightbringers = 8.0 ; priority to upgrade a Temple to Nightbringer [Nationalist] (float)
Nightbringers2 = 8.0 ; priority to upgrade a Temple to Nightbringer [Ceyah] (float)
MageCollege = 12.0 ; priority to upgrade a Library to a Mage College (float)
AstrologyHall = 4.0 ; priority to upgrade a Library to an Astrology Hall (float)
WizardTower = 8.0 ; priority to upgrade a Library to a Wizard Tower [Council] (float)
WatchTowers = 4.0 ; priority to upgrade a Wall to Watch Towers (float)
FortifiedWall = 8.0 ; priority to upgrade a Wall to Fortified Wall (float)
TurretedRamparts = 6.0 ; priority to upgrade a Wall to Turreted Ramparts [Ceyah] (float)
; Support ratios do not have to add up to zero, they will be normalized and any
; negative values will be made positive before that.
support = 0.80 ; use specialty support units (mages, paladins, etc.) (float)
complementary = 0.00 ; archers with melee or melee (esp. scouts) with archers comp also picks up when support units aren't available (float)
homogenous = 0.10 ; support unit matching the front line ones, i.e., "long companies" (float)
none = 0.10 ; only use the front line units, no support, i.e., "short companies" (float)
[CompanySupportPriorityBonus]
; Construction units handle support differently from combat units. If either are >=1,
; the SAI will always use 6 units. If <=0, the SAI will always use 4 units in that
; construction company
percent_big_engineer = 0.50 ; % of engineer companies that have 6 versus only 4 engineer units (float)
percent_big_settler = 0.00 ; % of settler company that have 6 versus only 4 settler units (float)
percent_mixed_engineer = 0.25 ; percent an engineer company will have different support units (float)
matching_support = -4.0 ; extra priority for the 2nd support unit matching the first (for special support units only) (float)
fuzziness = 8.0 ; fuzzy range for support units (float)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Political Tendencies & Treaties ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[PoliticalTendencies]
; Political tendencies of the SAI player (all float)
; All values will be used as a % modifier of opinions toward another player
; or of an additive event modifier for that opinion
; For example, an aloofness of 0.05 results in a 5% push of an opinion toward
; neutral on each of the player's think turns. That is, it will be 95% of its
; former value, since neutral is zero.
; In parentheses following each number is the min and max values it can have.
; These values are enforced. If anything is set higher or lower, it is moved
; as it is read in to the nearest limit.
aloof = 0.05 ; (0.0-0.5) % push opinion towards 0(neutral) each think turn
levelheaded = 0.0 ; (-0.5-0.5) reduction/increase in the value of each event. A -.5 reduces the value to half (1-.5). +0.5 results in an increase of 150%
chaotic = 0.1 ; (0.0-0.5) random shift of opinion on each think turn. 0.5 would result in a random shift from -25% to +25%
loyal = 0.0 ; (0.0-0.5) For all ALLIES, % increase for good events & % reduction of bad events
vindictive = 0.0 ; (0.0-0.5) For all ENEMIES, % reduction for good events & % increase of bad events
altruistic = 0.0 ; (0.0-0.5) For all players, % increase for good events & % reduction of bad events
suspicious = 0.0 ; (0.0-0.5) For all players, % reduction for good events & % increase of bad events
greedy = 0.0 ; (-1.0-1.0) For all players, % increase(decrease) in opinion effects from tribute
[PoliticalTreatyOfferThreshold]
; Opinion level needed to send a treaty (all float)
DeclareWar = -50.0 ; If opinion falls below this point, the player will delare war
OfferPeace = 5.0 ; Offer a peace treaty
CancelAlliance = 20.0 ; Cancel an alliance
OfferAlliance = 75.0 ; Offer an alliance
[PoliticalTreatyAcceptThreshold]
; Opinion level needed to accept a treaty (others don't need acceptance)
OfferPeace = -5.0 ; Accept an offered peace treaty
OfferAlliance = 60.0 ; Accept an offered alliance
[PoliticalTreatyBonus]
fuzziness = 10.0 ; fuzzy range for treaty evaluation (float)
time_between_treaties = 300.0 ; seconds between treaty offers to a player (float)
time_to_consider_treaty = 15.0 ; seconds from receiving a treaty offer to decide on whether or not to accept it (float)