; 07/06/01 - IanK - Added support for Ahriman's Gift elites
; 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
; 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 = Vishara
description = Vishara prefers to field a massive number of Dragoons, often riding at their head, leading the charge into battle. A tough opponent, Vishara tends to make the smart choices on the battlefield.
skill_level = 2 ; 0 = Easy | 1 = Medium | 2 = Hard
preferredfaction = NATIONALIST
[GoalPriorityList]
combat = 55.0 ; enemy combat priority (float)
building_defend = 20.0 ; friendly building defense priority (float)
building_attack = 60.0 ; enemy building attack priority (float)
guard = 20.0 ; guard border or town regions (float)
reinforce = 99.0 ; move injured units to friendly supply zone (float)
commission_unit = 35.0 ; commissioning a new unit (float)
upgrade_city = 0.0 ; upgrade an existing city (float)
[GoalPriorityBonus]
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 = 2.5 ; Minimum force strength ratio when engaging enemy (float)
guard_min = 5.0 ; Minimum force strength to be guarding borders or cities (float)
[GoldRatio]
build = 0.05 ; % of resources will go toward building and upgrading settlements and other stand-alone structures (float)
upgrade = 0.55 ; % of resources will go toward building new settlement structures, like sawmills (float)
unit = 0.40 ; % of resources will go toward commissioning new companies (float)
[StructurePriorityList]
Barracks = 0.0 ; priority to build a Barracks (float)
Temple = 4.0 ; priority to build a Temple (float)
Wall = 0.0 ; priority to build a Wall (float)
[StructureUpgradePriorityList]
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)
SupplyPost = 0.0 ; priority to upgrade a Barracks to a Supply Post (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)
[CompanySupportPriorityBonus]
percent_big_engineer = 0.00 ; 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 (float)
[PoliticalTendencies]
aloof = 0.5 ; (0.0-0.5) % push opinion towards 0(neutral) each think turn
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%.
chaotic = 0.25 ; (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 = 0.25 ; (0.0-0.5) For all players, % reduction for good events & % increase of bad events
[PoliticalTreatyOfferThreshold]
DeclareWar = -25.0 ; If opinion falls below this point, the player will delare war