; 08/27/01 - IanK - Added support for BuildTemplates
; 09/10/01 - IanK - Added support for independent towns in the build template
; 10/08/01 - IanK - Fine tuning in preparation for release
; 03/22/02 - IanK - Further fine tuning in preparation for KIS/KAG Gold
; and fixed the description
; 04/15/02 - 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 = Ruyen
description = Ruyen is unusual for a COUNCIL general in that he doesn't use the archers much. He prefers to use a mix of other units to achieve world domination. He is a master economist and given time he will overrun his enemies both economically and militarily.
skill_level = 2 ; 0 = Easy | 1 = Medium | 2 = Hard
preferredfaction = COUNCIL
[GoalPriorityList]
distance = -5.0 ; reduced priority according to region distance (float)
combat = 25.0 ; enemy combat priority (float)
building_defend = 25.0 ; 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 = 100.0 ; 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 = 5.0 ; max fuzzy priority--fuzzy priority will be in a range from 0 to this (float)
percent_engage_captain = 0.85 ; % chance the captain will be set to engage rather than command (float)
wake_hero_threshold = 55 ; [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 = 2.5 ; Minimum force strength ratio when engaging enemy (float)
matching_ratio_max = 8.0 ; Maximum (float)
building_bonus_min = 5.0 ; Minimum force strength bonus per building when present (float)
building_bonus_max = 25.0 ; Maximum, note this is both for friendly (on defense) as well as enemy (on attack) when there are enemy present (float)
explore_max = 25.0 ; Maximum (float) --These are counted Before a unit is added, so only one unit will be added to each
guard_min = 15.0 ; Minimum force strength to be guarding areas (borders or near my cities) (float)
guard_max = 25.0 ; Maximum (float)
[GoldRatio]
build = 0.15 ; % of resources will go toward building and upgrading settlements and other stand-alone structures(float)
upgrade = 0.40 ; % 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]
Quarry = 8.0 ; priority to build a Quarry (float)
Woodmill = 10.0 ; priority to build a Woodmill (float)
Blacksmith = 12.0 ; priority to build a Blacksmith (float)
Market = 12.0 ; priority to build a Market (float)
Barracks = 0.0 ; priority to build a Barracks (float)
Temple = 8.0 ; priority to build a Temple (float)
Library = 12.0 ; priority to build a Library (float)
[StructureUpgradePriorityList]
MiningPost = 9.5 ; priority to upgrade a Quarry to a Mining Post (float)
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)
Sawmill = 9.5 ; priority to upgrade a Woodmill to a Sawmill (float)
CarpentryGuild = 0.0 ; priority to upgrade a Woodmill to a Carpentry Guild (float)
WoodMarket = 1.0 ; priority to upgrade a Woodmill to a Wood Export (float)
BlastFurnace = 9.5 ; priority to upgrade a Blacksmith to a Blast Furnace (float)
ArmoryGuild = 0.0 ; priority to upgrade a Blacksmith to an Armory Guild [Except Ceyah] (float)
ManaForge = 9.0 ; priority to upgrade a Blacksmith to a Mana Forge [Ceyah] (float)
IronMarket = 5.0 ; priority to upgrade a Blacksmith to an Iron Export (float)
Bazaar = 5.0 ; priority to upgrade a Market to a Bazaar (float)
Bank = 10.0 ; priority to upgrade a Market to a Bank (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)
Garrison = 5.0 ; priority to upgrade a Barracks to a Garrison (float)
SupplyPost = 0.0 ; priority to upgrade a Barracks to a Supply Post (float)
TempleOfTheOverseers = 10.0 ; priority to upgrade a Temple to Light of Faith [Council] (float)
WayOfImmortality = 0.0 ; priority to upgrade a Temple to Eternal Path [Royalist] (float)
Nightbringers = 0.0 ; priority to upgrade a Temple to Nightbringer [Nationalist] (float)
Nightbringers2 = 0.0 ; priority to upgrade a Temple to Nightbringer [Ceyah] (float)
MageCollege = 9.5 ; priority to upgrade a Library to a Mage College (float)
AstrologyHall = 1.0 ; priority to upgrade a Library to an Astrology Hall (float)
WizardTower = 9.5 ; priority to upgrade a Library to a Wizard Tower [Council] (float)
WatchTowers = 0.0 ; priority to upgrade a Wall to Watch Towers (float)
FortifiedWall = 9.5 ; priority to upgrade a Wall to Fortified Wall (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 with archers; complementary also picks up when support units aren't available (float)
homogenous = 0.10 ; support unit matching the front line ones (float)
[CompanySupportPriorityBonus]
percent_big_engineer = 0.75 ; percent of engineer companies that have 6 versus only 4 engineer units (float)
percent_mixed_engineer = 0.50 ; percent an engineer company will have different support units
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)
[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
OfferPeace = 25.0 ; Offer a peace treaty
CancelAlliance = 35.0 ; Cancel an alliance
OfferAlliance = 85.0 ; Offer an alliance
[PoliticalTreatyAcceptThreshold]
OfferPeace = 5.0 ; Accept an offered peace treaty
OfferAlliance = 70.0 ; Accept an offered alliance
[PoliticalTreatyBonus]
time_to_consider_treaty = 60.0 ; time in seconds from receiving a treaty offer to decide on whether or not to accept it (float)