; 08/27/01 - IanK - Adjusted settler priority, adjusted support for BuildTemplates
; 10/08/01 - IanK - Fine tuning in preparation for release
; 03/21/02 - IanK - Further fine tuning in preparation for KIS/KAG Gold
; and fixed the description
; 04/13/02 - IanK - Continued minor updates and tweaks
; 04/18/02 - IanK - Minor tweaks
; 04/22/02 - IanK - Additional tweaks based on RickC (Fenwe) feedback
; 04/24/02 - IanK - Additional tweaks based on RickC's (Fenwe) feedback and internal testing
;
[GeneralSettings]
name = Ghalen
description = An arrogant man, Ghalen is bent on using infantry with mage support, because he rose from the ranks of the infantry himself. He prefers ground troops above all else, but wants them backed with the kind of firepower only the WarMage can supply.
skill_level = 1 ; 0 = Easy | 1 = Medium | 2 = Hard
preferredfaction = NATIONALIST
[GoalPriorityList]
combat = 47.5 ; enemy combat priority (float)
building_defend = 30.0 ; friendly building defense priority (float)
building_attack = 50.0 ; enemy building attack priority (float)
repair = 99.0 ; repair damaged friendly buildings, set to zero if not to be used (float)
reinforce = 120.0 ; move injured units to friendly supply zone(float)
build_outpost = 35.0 ; new outpost priority (float)
build_mine = 35.0 ; priority to build a new mine (float)
[GoalPriorityBonus]
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
[StrengthRatios]
matching_ratio_min = 3.0 ; Minimum force strength ratio when engaging enemy (float)
matching_ratio_max = 8.0 ; Maximum (float)
[StructurePriorityList]
Quarry = 5.0 ; priority to build a Quarry (float)
Barracks = 0.0 ; priority to build a Barracks (float)
Temple = 5.0 ; priority to build a Temple (float)
[StructureUpgradePriorityList]
MasonryGuild = 0.0 ; priority to upgrade a Quarry to a Masonry Guild (float)
StoneMarket = 0.0 ; priority to upgrade a Quarry to a Stone Export (float)
CarpentryGuild = 0.0 ; priority to upgrade a Woodmill to a Carpentry Guild (float)
ArmoryGuild = 0.0 ; priority to upgrade a Blacksmith to an Armory Guild [Except Ceyah] (float)
Factory = 0.0 ; priority to upgrade a Market to a Factory [Nationalist] (float)
Billet = 0.0 ; priority to upgrade a Barracks to a Billet [Royalist] (float)
SupplyPost = 0.0 ; priority to upgrade a Barracks to a Supply Post (float)
TempleOfTheOverseers = 0.0 ; priority to upgrade a Temple to Light of Faith [Council] (float)
WayOfImmortality = 0.0 ; priority to upgrade a Temple to Eternal Path [Royalist] (float)
Nightbringers2 = 0.0 ; priority to upgrade a Temple to Nightbringer [Ceyah] (float)
AstrologyHall = 6.0 ; priority to upgrade a Library to an Astrology Hall (float)
WizardTower = 0.0 ; priority to upgrade a Library to a Wizard Tower [Council] (float)
WatchTowers = 0.0 ; priority to upgrade a Wall to Watch Towers (float)
TurretedRamparts = 0.0 ; priority to upgrade a Wall to Turreted Ramparts [Ceyah] (float)
support = 1.00 ; use specialty support units (mages, paladins, whatever) (float)
[CompanySupportPriorityBonus]
percent_big_engineer = 0.50 ; percent of engineer companies that have 6 versus only 4 engineer units (float)
percent_mixed_engineer = 0.00 ; percent an engineer company will have different support units
matching_support = 5.0 ; extra priority for the 2nd support unit matching the first (for special support units only) (float)
fuzziness = 10.0 ; fuzzy range for support units (float)
[PoliticalTendencies]
levelheaded = 0.5 ; (-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%.
loyal = 0.5 ; (0.0-0.5) For all ALLIES, % increase for good events & % reduction of bad events
altruistic = 0.5 ; (0.0-0.5) For all players, % increase for good events & % reduction of bad events