; 06/14/01 - IanK - Added support for Ahriman's Gift units, modified unit priority values
; 07/06/01 - IanK - Added support for Ahriman's Gift elites
; 08/27/01 - IanK - Added support for BuildTemplates
; 10/08/01 - IanK - Fine tuning in preparation for release and fixed the description
; 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 = Jhadaes
description = Jhadaes was once one of the greatest leaders amongst the COUNCIL generals, but after being captured and tortured by the CEYAH in the 5th Age, he was only a shell of his former self. The COUNCIL allows him to retain his rank, but he is hardly fit to take the battlefield and usually only appears as a functionary at military events.
skill_level = 0 ; 0 = Easy | 1 = Medium | 2 = Hard
preferredfaction = COUNCIL
[GoalPriorityList]
distance = -5.0 ; reduced priority according to region distance (float)
combat = 15.0 ; enemy combat priority (float)
building_defend = 35.0 ; friendly building defense priority (float)
building_attack = 80.0 ; enemy building attack priority (float)
guard = 15.0 ; guard regions (at border or near my towns) (float)
reinforce = 99.0 ; move injured units to friendly supply zone(float)
build_outpost = 35.0 ; new outpost priority (float)
build_mine = 50.0 ; priority to build a new mine (float)
build_structure = 23.0 ; building a new structure in a city (float)
upgrade_structure = 33.0 ; upgrade an existing structure in a city (float)
commission_unit = 55.0 ; commissioning a new unit (float)
[GoalPriorityBonus]
fuzziness = 100.0 ; max fuzzy priority--fuzzy priority will be in a range from 0 to this (float)
percent_engage_captain = 0.25 ; % 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
[MaxEvalGoals]
explore = 4 ; how many explore goals should be evaluted per settlement (char)
attack = 4 ; how many attack goals should be evaluted per settlement (char)
guard = 4 ; 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]
explore = 2 ; how many explore goals should actually be executed per settlement (char)
attack = 2 ; how many attack goals should be executed per settlement (char)
guard = 2 ; how many patrol/perimeter/guar goals per settlement (char)
construct = 2 ; how many new buildings goals (new cities, outposts, mines) per settlement (char)
upgrade = 2 ; how many new structure goals (city upgrades) (char)
[StrengthRatios]
matching_ratio_min = 2.0 ; Minimum force strength ratio when engaging enemy (float)
matching_ratio_max = 8.0 ; Maximum (float)
[GoldRatio]
build = 0.10 ; % of resources will go toward building and upgrading settlements and other stand-alone structures(float)
upgrade = 0.60 ; % of resources will go toward building new settlement structures, like sawmills(float)
unit = 0.30 ; % of resources will go toward commissioning new companies(float)
target_upgrade_ratio = 0.20 ; 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 with archers; complementary also picks up when support units aren't available (float)
[CompanySupportPriorityBonus]
percent_mixed_engineer = 0.50 ; percent an engineer company will have different support units
matching_support = 0.0 ; extra priority for the 2nd support unit matching the first (for special support units only) (float)
fuzziness = 25.0 ; fuzzy range for support units (float)
[PoliticalTendencies]
aloof = 0.1 ; (0.0-0.5) % push opinion towards 0(neutral) each think turn
levelheaded = 0.1 ; (-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 = 0.0 ; (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 = 0.5 ; (0.0-0.5) For all ALLIES, % increase for good events & % reduction of bad events
vindictive = 0.5 ; (0.0-0.5) For all ENEMIES, % reduction for good events & % increase of bad events
altruistic = 0.5 ; (0.0-0.5) For all players, % increase for good events & % reduction of bad events
greedy = 1.0 ; (-1.0-1.0) For all players, % increase(decrease) in opinion effects from tribute
[PoliticalTreatyOfferThreshold]
DeclareWar = -25.0 ; If opinion falls below this point, the player will delare war