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Old January 10, 2001, 12:51   #1
Floris O
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Questions about strategies.txt
I have a few (many) questions regarding strategies.txt. I'm a newbie in editing so I understood only a small fragment of the file. Anyway, here are some (many) questions about it; if you can answer any, please do. Thank you.

What do the following lines mean/do:
(I work from top to bottom through the file)

MaxEvalTileImprovements
TimeToFixRoads
TimeToFixPollution
FixPollutionThreshold
RoadUtilityBonus
ImproveProductionBonus
ImproveGrowthBonus
ImproveGoodBonus

GOALS - how does priority work (when will a low priority goal be executed), what does MaxEval do, does MaxExec mean number of times per turn, 10 turns, game or something else?

DistanceModifierFactor
MinSettleScore - whaty defines the settle score?
RushBuyThreatBonus

SettlerUnitsCount
etc...
SpecialUnitsCount - do they set the number of units built per turn, game or something else?

Advice
PiracyMemoryTurns
MaxPiracyEvents
Inherit

Various Questions
  • What file determines when a certain strategy is being used?
  • Can multiple strategies be used at the same time?
  • Some strategies do not list all the lines and codes; how are those missing fragments set when the computer uses that strategy?
  • If I want to add a new strategy, what should I then not forget (editing other files perhaps)?
[This message has been edited by Floris O (edited January 10, 2001).]
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Old January 13, 2001, 23:03   #2
Darkknight
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MaxEvalTileImprovements
don't know exactly but probably the max amount of tiles the ai changes per city per turn.
TimeToFixRoads
after this time(from time of destruction) any road that hasn't already been fixed will be
TimeToFixPollution
same again
FixPollutionThreshold
dunno
RoadUtilityBonus
Increases the amount of roads the ai will build although as stated in a different thread this doesn't work so well
ImproveProductionBonus
how likely the AI is to build city improvements thaty benefit production.
ImproveGrowthBonus
ImproveGoodBonus
same again
GOALS
I dont know exactly but i assume that for each goal a random no. is picked if below the number for the goals e.g.: 109000 then the ai will implement that goal
e.g.: Offensive/defensive
SettlerUnitsCount
each city will build x no. of settlers
same for special units
PiracyMemoryTurns
how long an AI opponent will like you less for pirating one of his trade routes

Q.What file determines when a certain strategy is being used?
A.I thought it was in Strategies.txt but i'll check it for you.

Q.Can multiple strategies be used at the same time?
A.No(as far as i know) but it could be that the strategies e.g. Offensive/defensive are for single units i just dont know)

Q.Some strategies do not list all the lines and codes; how are those missing fragments set when the computer uses that strategy?

A.Either that strategy does not use that certain line or it uses default strategy.

Q.If I want to add a new strategy, what should I then not forget (editing other files perhaps)?

A.Haven't tried dunno.
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Old January 16, 2001, 09:50   #3
Floris O
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Thanks for the information; it has been of great help. I don't know why, but I always seem to have difficulty understanding those Activision documents on the modification page, but I don't understand Activision on more issues to, for that matter .
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