; 07/06/01 - IanK - Added support for Ahriman's Gift units
; 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 = Jur'Mogruk
description = Jur'Mogruk is a general capable of leading any of the independent nations to victory. While he eschews Mareten or Ceyah units, he will use them as a last resort. He prefers to field armies replete with units from his own race and often proves a formidable opponent and a staunch (if hard won) ally.
preferredfaction = ANY
[GoalPriorityList]
explore = 25.0 ; priority to go to unexlored regions (float)
combat = 50.0 ; enemy combat priority (float)
building_defend = 100.0 ; friendly building defense priority (float)
guard = 25.0 ; guard border or town regions (float)
reinforce = 100.0 ; move injured units to friendly supply zone (float)
build_outpost = 75.0 ; new outpost priority (float)
build_mine = 75.0 ; priority to build a new mine (float)
build_structure = 25.0 ; building a new structure in a city (float)
upgrade_structure = 25.0 ; upgrade an existing structure in a city (float)
upgrade_building = 100.0 ; [1.0.11] upgrade an existing building (float)
[GoalPriorityBonus]
percent_engage_captain = 1.00 ; % 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]
attack = 6 ; how many attack goals should be evaluted per settlement (char)
guard = 3 ; how many patrol/perimeter/guard goals per settlement (char)
construct = 2 ; how many new buildings goals (new cities, outposts, mines) per settlement (char)
upgrade = 4 ; how many new structure goals (city upgrades) per settlement (char)
[GoldRatio]
build = 0.05 ; % of resources will go toward building and upgrading settlements and other stand-alone structures (float)
upgrade = 0.50 ; % of resources will go toward building new settlement structures, like sawmills (float)
unit = 0.45 ; % of resources will go toward commissioning new companies (float)
[StructurePriorityList]
Barracks = 0.0 ; priority to build a Barracks (float)
Wall = 0.0 ; priority to build a Wall (float)
[StructureUpgradePriorityList]
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)
AstrologyHall = 0.0 ; 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)
complementary = 0.00 ; archers with melee or melee (esp. scouts) with archers comp also picks up when support units aren't available (float)
[PoliticalTendencies]
levelheaded = 0.25 ; (-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 = 0.05 ; (0.0-0.5) random shift of opinion on each think turn. 0.5 would result in a random shift from -25% to +25%
suspicious = 0.05 ; (0.0-0.5) For all players, % reduction for good events & % increase of bad events
greedy = 1.0 ; (-1.0-1.0) For all players, % increase(decrease) in opinion effects from tribute