; 08/27/01 - IanK - Added support for BuildTemplates
; 10/08/01 - IanK - Fine tuning in preparation for release
; 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 = Serapis
description = Serapis likes to field an eclectic mix of units to get the job done, but mainly likes to count his gold as he builds his economic strength.
skill_level = 2 ; 0 = Easy | 1 = Medium | 2 = Hard
full_recompute_time = 30.0 ; seconds per full recompute of strategy (float)
preferredfaction = NATIONALIST
[GoalPriorityList]
explore = 50.0 ; priority to go to unexlored regions (float)
distance = -4.0 ; reduced priority according to region distance (float)
combat = 10.0 ; enemy combat priority (float)
building_attack = 60.0 ; enemy building attack priority (float)
repair = 100.0 ; repair damaged friendly buildings, set to zero if not to be used (float)
guard = 5.0 ; guard regions (at border or near my towns) (float)
reinforce = 40.0 ; move injured units to friendly supply zone(float)
build_outpost = 10.0 ; new outpost priority (float)
upgrade_structure = 10.0 ; upgrade an existing structure in a city (float)
commission_unit = 45.0 ; commissioning a new unit (float)
[GoalPriorityBonus]
fuzziness = 15.0 ; max fuzzy priority--fuzzy priority will be in a range from 0 to this (float)
destroy_captured_base_percent = 0.50 ; percent to raze a building surrounded by enemy. (float)
percent_engage_captain = 0.75 ; % 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_max = 5.0 ; Maximum (float)
building_bonus_min = 0.0 ; Minimum force strength bonus per building when present (float)
building_bonus_max = 50.0 ; Maximum, note this is both for friendly (on defense) as well as enemy (on attack) when there are enemy present (float)
guard_min = 1.0 ; Minimum force strength to be guarding areas (borders or near my cities) (float)
guard_max = 20.0 ; Maximum (float)
[GoldRatio]
build = 0.10 ;
upgrade = 0.45 ;
unit = 0.45 ;
[StructurePriorityBonus]
target_upgrade_ratio = 0.35 ; Target percent of upgraded structures to non-upgraded structures
[CompanyFrontPriorityList]
ARCHER = 12.0 ; (float)
DRAGOON = 20.0 ; (float)
FOOTMAN = 12.0 ; (float)
GRENADIER = 20.0 ; (float)
HAROUN_ARCHER = 20.0 ; (float)
WINDRIDER = 24.0 ; (float)
INFANTRY = 8.0 ; (float)
SCOUT = 12.0 ; (float)
SHADOW_BEAST = 20.0 ; (float)
SHOCK_TROOPER = 50.0 ; (float)
SKELETON = 16.0 ; (float)
; Ahriman's Gift Front-Line Units
CROSSBOWMAN = 16.0 ; [Council] (float)
DISCIPLE = 24.0 ; [Nationalist] (float)
HORSE_ARCHER = 20.0 ; [Royalist] (float)
[CompanyFrontPriorityBonus]
fuzziness = 4.0 ; fuzzy range for support units (float)
[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)
homogenous = 0.10 ; support unit matching the front line ones (float)
[CompanySupportPriorityBonus]
matching_support = -6.0 ; extra priority for the 2nd support unit matching the first (for special support units only) (float)
fuzziness = 3.0 ; fuzzy range for support units (float)
[PoliticalTendencies]
aloof = 0.03 ; (0.0-0.5) % push opinion towards 0(neutral) each think turn
levelheaded = -0.2 ; (-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 = 0.3 ; (0.0-0.5) random shift of opinion on each think turn. 0.5 would result in a random shift from -25% to +25%
vindictive = 0.25 ; (0.0-0.5) For all ENEMIES, % reduction for good events & % increase of bad events
suspicious = 0.35 ; (0.0-0.5) For all players, % reduction for good events & % increase of bad events
greedy = -0.1 ; (-1.0-1.0) For all players, % increase(decrease) in opinion effects from tribute
[PoliticalTreatyOfferThreshold]
DeclareWar = -20.0 ; If opinion falls below this point, the player will delare war
OfferPeace = 20.0 ; Offer a peace treaty
CancelAlliance = 55.0 ; Cancel an alliance
OfferAlliance = 100.0 ; Offer an alliance
[PoliticalTreatyAcceptThreshold]
OfferPeace = 5.0 ; Accept an offered peace treaty
OfferAlliance = 80.0 ; Accept an offered alliance
[PoliticalTreatyBonus]
fuzziness = 5.0 ; fuzzy range for treaty evaluation (float)