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Thread: Campaign AI Entries List

  1. #1

    Default Campaign AI Entries List

    The purpose of this thread is to compile information about DB entries related to the campaign AI. All the entries all listed in the posts below. If you think you know what an entry does, reply and I'll add you information to the original posts. This is to serve as a reference until we get official documentation from CA.

    Note: For many of these entries (but not all), it is obvious from the name what, generally, the entry affects. But the specific effect that the number has may still be completely unclear.

    Thanks to Quixote for filling in a lot of unknowns.
    Last edited by TheSavage; March 31, 2009 at 05:26 PM.

  2. #2

    Default Re: Campaign AI Entries List

    CAMPAIGN_AI_PERSONALITY_JUNCTIONS

    Description:
    The numbers in this file impact on specific behaviors of the AI. Some appear to be simple priorities, some are multipliers, while others define minimums, maximum, thresholds, or other set values.

    Abbreviations:

    WAPM = War and Peace Manager
    BAWP = Base Attitude War and Peace? (Thanks Quixote)

    BASE_CONSTRUCTION_BIAS_ECONOMIC
    BASE_CONSTRUCTION_BIAS_EDUCATION
    BASE_CONSTRUCTION_BIAS_HAPPINESS
    BASE_CONSTRUCTION_BIAS_MILITARY
    BASE_CONSTRUCTION_BIAS_PRESTIGE
    Pretty self-explanatory, these deal with how the AI prioritizes it's spending. They add up to 1, so if you have .7 military bias, it'll spend 70% of it's available money on military things (Quixote07)

    BASIC_DESIRE_FORT_MAINTAINENCE_BASE_PRIORITY_PROPORTION
    BASIC_DESIRE_FORT_MAINTAINENCE_OWNED_REGION_OCCUPIED_FORT_REPAIR
    BASIC_DESIRE_FORT_MAINTAINENCE_OWNED_REGION_OCCUPIED_FORT_UPGRADE
    BASIC_DESIRE_FORT_MAINTAINENCE_OWNED_REGION_UNOCCUPIED_FORT_REPAIR
    BASIC_DESIRE_FORT_MAINTAINENCE_OWNED_REGION_UNOCCUPIED_FORT_UPGRADE
    BASIC_DESIRE_FORT_MAINTAINENCE_PRIORITY_COST_CONTRIBUTION
    BASIC_DESIRE_FORT_MAINTAINENCE_PRIORITY_FORCE_STRENGTH_CONTRIBUTION
    BASIC_DESIRE_FORT_MAINTAINENCE_PRIORITY_REGION_VALUE_CONTRIBUTION
    BASIC_DESIRE_FORT_MAINTAINENCE_UNOWNED_REGION_OCCUPIED_FORT_REPAIR
    BASIC_DESIRE_FORT_MAINTAINENCE_UNOWNED_REGION_OCCUPIED_FORT_UPGRADE
    These seem relatively pointless. They naturally deal with how the AI places forts, and where they place them. Considering the Siege AI right now, best to leave these alone and hope they build as few forts as possible. (Quixote07)

    BASIC_DESIRE_PROTECT_PROTECTORATES_VALUE_INDEPENDANT_BASE_PRIORITY
    The higher the number the more they want to defend their protectorates (Quixote07)

    BASIC_DESIRE_WAR_OF_SUCCESSION_RECIND_AFTER_NUMBER_OF_ROUNDS

    BASIC_DESIRES_BUFFER_ZONE_BEHAVIOUR_BASE_COMPONENT_PROPORTION
    BASIC_DESIRES_DEFEND_REGION_GOAL_BASE_COMPONENT_PROPORTION
    BASIC_DESIRES_DEFEND_REGION_GROUPS_GOAL_BASE_COMPONENT_PROPORTION
    BASIC_DESIRES_REGION_DEVELOPMENT_GOAL_BASE_COMPONENT_PROPORTION

    Need definitions for "region group", "region goal", "development", and "buffer zone".

    BASIC_INCOME_PROPORTIONAL_SAVINGS_PER_TURN
    how much of it's income the AI will save for "financial emergancy" situations (where they spend more than they receive for a period of time) (Quixote07)

    BASIC_SPENDING_BIAS_CONSTRUCTION
    BASIC_SPENDING_BIAS_CONSTRUCTION_SAVE_MONEY_ON_FAIL
    BASIC_SPENDING_BIAS_DIPLOMATIC
    BASIC_SPENDING_BIAS_DIPLOMATIC_SAVE_MONEY_ON_FAIL
    BASIC_SPENDING_BIAS_RECRUITMENT_ARMY
    BASIC_SPENDING_BIAS_RECRUITMENT_ARMY_SAVE_MONEY_ON_FAIL
    BASIC_SPENDING_BIAS_RECRUITMENT_NAVY
    BASIC_SPENDING_BIAS_RECRUITMENT_NAVY_SAVE_MONEY_ON_FAIL
    Another tool to help control how the AI uses it's cash. The SAVE_MONEY_ON_FAIL I think just tells it to reserve cash if it can't pump things out at the moment (Quixote07)

    COMPOSITE_VALUE_ANALYSER_REGION_CAN_WIN_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_INCREASED_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_LOST_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_MERGED_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_NEW_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_REDUCED_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_SPLIT_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_INVADED_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_LOSS_CERTAIN_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_LOSS_LIKELY_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_LOSS_VERY_LIKELY_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_OUTNUMBERS_MULTIPLIER
    Region group?

    DEFENCE_AND_INVASION_FORCE_STRENGTH_ANALYSIS_INVASION_FORCE_DISCOUNT_PROPORTION_FOR_ADJUSTED
    DEFENCE_AND_INVASION_FORCE_STRENGTH_ANALYSIS_MINIMUM_DEFENCE_FORCE_PROPORTION_FOR_ADJUSTED
    DEFENCE_AND_INVASION_FORCE_STRENGTH_ANALYSIS_SUPPORT_FORCE_DISCOUNT_PROPORTION_FOR_ADJUSTED
    These numbers determine the proportion of forces used for offense, defense, and utility from what I can tell (Quixote07)

    DESIRE_BUFFER_ZONE_CLEAR_BUFFER_ZONE_BEHAVIOUR_ABOVE
    DESIRE_BUFFER_ZONE_INVOKE_BUFFER_ZONE_BEHAVIOUR_BELOW
    Need definition for "buffer zone".
    My current guess is that it has to do with diplomatic relations (Quixote07)



    FACTIONAL_NONCACHING_ANALYSER_BADLY_LOSE_MINIMUM_WINNING_FORCE_MULTIPLIER_ARMIES
    FACTIONAL_NONCACHING_ANALYSER_EASY_WIN_MINIMUM_WINNING_FORCE_MULTIPLIER_ARMIES
    I think this is how the AI decides which factions are easy targets and which arn't (Quixote07)

    FINANCIAL_ANALYSIS_BEST_CASE_TURN_ON_TURN_OUT_GOINGS_AS_A_PROPORTION_OF_INCOME
    FINANCIAL_ANALYSIS_TURNS_TO_ALLOW_OVERSPEND
    FINANCIAL_ANALYSIS_WORST_CASE_TURN_ON_TURN_OUT_GOINGS_AS_A_PROPORTION_OF_INCOME
    These control financial emergencies. They set a goal for the AI to achieve with it's spending, and how bad it'll let things get before it won't spend any more, and for how long (Quixote07)

    GRANULOID_CONSTRUCTION_BIAS_FACTION
    GRANULOID_CONSTRUCTION_BIAS_PERSONALITY
    GRANULOID_CONSTRUCTION_BIAS_REGION
    GRANULOID_CONSTRUCTION_BIAS_REGION_GROUP
    These values control how much freedom the AI has to adapt it's spending priorities based on the above variables (Quixote07)

    HLP_DISTANCE_MULTIPLIER_FOR_ENEMY
    HLP_DISTANCE_MULTIPLIER_FOR_FRIEND
    HLP_DISTANCE_MULTIPLIER_FOR_NEUTRAL
    HLP_DISTANCE_MULTIPLIER_LAND_PATH
    HLP_DISTANCE_MULTIPLIER_SEA_LAND_TRANSITION_PATH
    HLP_DISTANCE_MULTIPLIER_SEA_PATH
    As far as I can tell, inverse is better for friend/enemy. So the higher the multiplier is for friends, the more likely the AI is to help you. The higher it is for enemies, the less likely it is that the AI will bother to attack you if you're far away. The other three deal with the logistical side (Quixote07)

    HLP_MINIMUM_ACCEPTABLE_FIRST_ORDER_FRIENDLINESS_LEVEL_TO_CONSIDER_SPECULATIVE_PATH_ACROSS_TERRITORY
    The minimum diplomatic relation necessary for the Ai to consider giving military access (Quixote07)

    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_BAD_DEFEAT
    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_DEFEAT
    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_DRAW
    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_EAST_VICTORY
    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_VICTORY
    These I'm pretty sure have to deal with the AI offering YOU a chance to surrender (Quixote07)

    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_BIAS_FOR_REMOVING_GARRISONS
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_DISTANCE_DIVIDING_STRENGTH_WEIGHT
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_BALANCED
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_DEFAULT
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_INVASION
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_RAPID
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_TRADE
    These are how the AI determines where it gets it's invasion force, and how large it should be in comparison to the rest of it's army, as far as I can tell (Quixote07)

    INVASION_OBTAINING_LOCAL_MOBILES_CHARACTER_ONLY_DISTANCE_DIVIDING_SKILL_WEIGHT
    INVASION_OBTAINING_LOCAL_MOBILES_PROPORTION_OF_RELEVANT_LOCAL_AGENTS_TO_AQUIRE_CEILINGED
    INVASION_OBTAINING_LOCAL_MOBILES_PROPORTIONAL_TOTAL_VALUE_OF_OBTAINING_RELEVANT_AGENTS

    LOWER_CLASS_MINIMUM_ACCEPTABLE_HAPPINESS

    MAXIMUM_PERCENTAGE_OF_NAVIES_TO_USE_FOR_TRADE
    How many trade ships the AI will build as a proportion of it's whole navy (Quixote07)

    MILITARY_RANK_ADMIRALS_IN_NAVY_MAXIMUM
    How many admirals will be in your navy if the AI maxes it out. (Quixote07)

    MILITARY_RANK_ADMIRALS_IN_NAVY_MINIMUM_UNITS
    minimum number of units in navy for AI to recruit admiral for that navy

    MILITARY_RANK_ADMIRALS_IN_THEATRE_MAXIMUM_PERCENTAGE
    MILITARY_RANK_ADMIRALS_IN_THEATRE_MINIMUM_PERCENTAGE
    MILITARY_RANK_GENERALS_IN_ARMY_MAXIMUM

    MILITARY_RANK_GENERALS_IN_ARMY_MINIMUM_UNITS
    minimum number of units in army for AI to recruit general for that army

    MILITARY_RANK_GENERALS_IN_REGION_GROUP_MAXIMUM_PERCENTAGE
    MILITARY_RANK_GENERALS_IN_REGION_GROUP_MINIMUM_PERCENTAGE
    MINIMUM_ABSOLUTE_RELATIVE_STRENGTH_ADVANTAGE_ARMIES
    MINIMUM_ABSOLUTE_RELATIVE_STRENGTH_ADVANTAGE_NAVIES
    MINIMUM_ABSOLUTE_STRENGTH_MULTIPLE_ARMIES
    MINIMUM_ABSOLUTE_STRENGTH_MULTIPLE_NAVIES
    MINIMUM_BATTLE_RESULT
    MINIMUM_CHANCE_OF_SUCCESS
    MINIMUM_RELATIVE_STRENGTH
    NAVY_DISTRIBUTION_PRIORITY_GLOBAL
    NAVY_DISTRIBUTION_PRIORITY_LOCAL
    NAVY_GLOBAL_DISTRIBUTION_THEATRE_VALUE_LOWER_MODIFIER
    NAVY_GLOBAL_DISTRIBUTION_THEATRE_VALUE_UPPER_MODIFIER
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE_OWNED_BY_ENEMY
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE_OWNED_BY_FRIEND
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE_OWNED_BY_NEUTRAL
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE_OWNED_BY_SELF
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT_OWNED_BY_ENEMY
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT_OWNED_BY_FRIEND
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT_OWNED_BY_NEUTRAL
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT_OWNED_BY_SELF
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION_OWNED_BY_ENEMY
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION_OWNED_BY_FRIEND
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION_OWNED_BY_NEUTRAL
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION_OWNED_BY_SELF
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE_OWNED_BY_ENEMY
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE_OWNED_BY_FRIEND
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE_OWNED_BY_NEUTRAL
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE_OWNED_BY_SELF
    NAVY_RECRUITMENT_MINIMUM_RELATIVE_STRENGTH
    NAVY_RECRUITMENT_MINIMUM_STRENGTH
    NAVY_REGION_COAST_DEFENCE_PRIORITY_GENERAL
    NAVY_REGION_COAST_DEFENCE_PRIORITY_NEIGHBOURS
    NAVY_REGION_COAST_DEFENCE_PRIORITY_PORT
    NAVY_REPAIR_FULL_CREW_MINIMUM_PERCENTAGE
    NAVY_REPAIR_FULL_HULL_MINIMUM_PERCENTAGE
    NAVY_REPAIR_TOTAL_CREW_MINIMUM_PERCENTAGE
    NAVY_REPAIR_TOTAL_HULL_MINIMUM_PERCENTAGE
    NAVY_TRANSPORT_MAX_PERCENTAGE
    PERSONALITY_BASIC_DESIRE_RAID_REGIONS_GOAL_PRIORITY_BASE
    PERSONALITY_PROPORTION_OF_DESIRED_STRENGTH_NECESSARY_TO_CONSIDER_RAIDING
    PERSONALITY_SHOULD_ATTEMPT_TO_CAPTURE_REGION_DURING_RAID
    PERSONALITY_VALUE_BASIC_DESIRE_RECAPTURE_REGIONS_BASE_PRIORITY
    PERSONALITY_VALUE_BASIC_GOAL_RECAPTURE_REGIONS_TIMEOUT
    POP_GROWTH_MINIMUM_ACCEPTABLE_AS_PROPORTION_OF_POP
    PRIORITY_RANDOMIZATION_DESIRE
    PRIORITY_RANDOMIZATION_INTENTION
    RECRUITMENT_ARMY_CATEGORY_BALANCE_DISTANCE
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_ARTILLERY
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_CAVALRY
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_DRAGOONS
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_ELEPHANTS
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_INFANTRY
    RECRUITMENT_ARMY_COST_OVER_STRENGTH_ADDITIONAL_UNIT_EXEPERIENCE_BONUS
    RECRUITMENT_ARMY_NUMBER_OF_TURNS_TO_FINANCE_EMERGENCY
    RECRUITMENT_ARMY_OVERSTRENGTH_UNITS_TO_OFFSET_DEFICIT
    RECRUITMENT_ARMY_POSSIBLE_ADDITIONAL_UNITS_PER_REGION_HIGH
    RECRUITMENT_ARMY_POSSIBLE_ADDITIONAL_UNITS_PER_REGION_VERY_HIGH
    RECRUITMENT_ARMY_STRENGTH_OF_PERSONALITY_BIAS
    RECRUITMENT_FINANCIAL_BIAS_EMERGENCY_SITUATION_ONLY
    RECRUITMENT_FINANCIAL_BIAS_MAINTAINABLE_ONLY
    RECRUITMENT_FINANCIAL_BIAS_RECRUITMENT_ONLY
    RECRUITMENT_MINIMUM_NEW_ARMY_SIZE
    RECRUITMENT_MINIMUM_NEW_NAVY_SIZE
    RECRUITMENT_NAVY_CATEGORY_BALANCE_DISTANCE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_AUXILIARY
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_FRIGATE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_GALLEY
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_INVASION_FLEET
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_LINE_OF_BATTLE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_MERCHANT
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_SPECIALIST
    RECRUITMENT_NAVY_COST_OVER_STRENGTH_ADDITIONAL_UNIT_EXEPERIENCE_BONUS
    RECRUITMENT_NAVY_MIN_AMOUNT_OF_MOBILES_TRADE_ORIENTED
    RECRUITMENT_NAVY_MIN_AMOUNT_OF_UNITS_TRADE_ORIENTED
    RECRUITMENT_NAVY_NUMBER_OF_TURNS_TO_FINANCE_EMERGENCY
    RECRUITMENT_NAVY_OVERSTRENGTH_UNITS_TO_OFFSET_DEFICIT
    RECRUITMENT_NAVY_POSSIBLE_ADDITIONAL_UNITS_PER_REGION_HIGH
    RECRUITMENT_NAVY_POSSIBLE_ADDITIONAL_UNITS_PER_REGION_VERY_HIGH
    RECRUITMENT_NAVY_STRENGTH_OF_PERSONALITY_BIAS
    RECRUITMENT_USE_BATTLE_AI_RECOMMENDATION_OVER
    REGION_DEFENCE_BASE_PRIORITIES_BORDERS
    REGION_DEFENCE_BASE_PRIORITIES_GROUPING
    REGION_DEFENCE_BASE_PRIORITIES_RESERVES
    REGION_DEFENCE_BASE_PRIORITIES_SETTLEMENT
    REGION_DEFENCE_BASE_PRIORITIES_SLOTS
    REGION_DEFENCE_BASE_PRIORITIES_UNHAPPINESS_MITIGATION
    REGION_DEFENCE_SLOT_DEFENCE_VALUE_BIAS
    REGION_DEFENCE_STRENGTH_ANALYSER_ARMED_CITIZENRY_SCALING
    REGION_DEFENCE_STRENGTH_ANALYSER_EXTERNAL_REGIONS_FORCE_SCALING
    REGION_DEFENCE_STRENGTH_ANALYSER_INTERNAL_FORCE_SCALING
    RELATIONSHIP_MANAGEMENT_ENEMIES_UNDER
    RELATIONSHIP_MANAGEMENT_FRIENDS_OVER
    RESEARCH_TECHNOLOGY_DYNAMIC_BIAS
    RESEARCH_TECHNOLOGY_MINIMUM_CHARACTERS_USED_FOR_RESEARCH
    RESEARCH_TECHNOLOGY_STATIC_BIAS
    RESEARCH_TECHNOLOGY_THREAD_BIAS_AGRICULTURE
    RESEARCH_TECHNOLOGY_THREAD_BIAS_ARMY
    RESEARCH_TECHNOLOGY_THREAD_BIAS_ENLIGHTENMENT
    RESEARCH_TECHNOLOGY_THREAD_BIAS_METAL_INDUSTRY
    RESEARCH_TECHNOLOGY_THREAD_BIAS_NAVY
    RESEARCH_TECHNOLOGY_THREAD_BIAS_ORDNANCE
    RESEARCH_TECHNOLOGY_THREAD_BIAS_TEXTILE_INDUSTRY
    SUPPORT_OBTAINING_LOCAL_MOBILES_ARMY_BIAS_FOR_REMOVING_GARRISONS
    SUPPORT_OBTAINING_LOCAL_MOBILES_ARMY_DISTANCE_DIVIDING_STRENGTH_WEIGHT
    SUPPORT_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_BALANCED
    SUPPORT_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_DEFAULT
    SUPPORT_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_INVASION
    SUPPORT_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_RAPID
    SUPPORT_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_TRADE
    SUPPORT_OBTAINING_LOCAL_MOBILES_CHARACTER_ONLY_DISTANCE_DIVIDING_SKILL_WEIGHT
    SUPPORT_OBTAINING_LOCAL_MOBILES_PROPORTION_OF_RELEVANT_LOCAL_AGENTS_TO_AQUIRE_CEILINGED
    SUPPORT_OBTAINING_LOCAL_MOBILES_PROPORTIONAL_TOTAL_VALUE_OF_OBTAINING_RELEVANT_AGENTS
    SURRENDER_FORT_BIAS
    SURRENDER_FORT_RETREAT_AND_REGROUP_BIAS
    SURRENDER_SETTLEMENT_BIAS
    SURRENDER_SETTLEMENT_RETREAT_AND_REGROUP_BIAS
    SURRENDER_SETTLEMENT_UNDERPOWERED_REGIONS_BIAS
    SURRENDER_SLOT_BIAS
    SURRENDER_SLOT_RETREAT_AND_REGROUP_BIAS
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_NAVY_ATTACK_BEHAVIOUR
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_NAVY_DISTRIBUTION
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_NAVY_RECRUITMENT
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_NAVY_REPAIR
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_PORT_BLOCKADE_BEHAVIOUR
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_REGION_COAST_DEFENCE
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_REGION_DEFENCE
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_RESEARCH_TECHNOLOGY
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_TEST
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_TRADE_ROUTE_DEFENCE
    TIMEOUT_FOR_FAILED_MOBILE_TARGETS_IN_ROUNDS_TRADE_ROUTE_RAIDING_BEHAVIOUR
    UPPER_CLASS_MINIMUM_ACCEPTABLE_HAPPINESS
    VALUE_ANALYSIS_TIME_HORIZON
    WAPM_ASSIST_PROPORTION_OF_TARGET_PRIORITY_TO_ASSIGN_TO_PATH_ONCE_TARGET_ACTIVE
    WAPM_CORRIDOR_AGENT_BORDER_CROSSING_MISSION_RELATIVE_IMPORTANCE_OF_DISTANCE
    WAPM_CORRIDOR_AGENT_BORDER_CROSSING_MISSION_RELATIVE_IMPORTANCE_OF_PATHS
    WAPM_TARGET_REGION_PROPORTION_OF_PATH_PRIORITY_THAT_IS_CONSTANT
    WAPM_WAR_PROPORTION_OF_TARGET_PRIORITY_TO_ASSIGN_TO_PATH_ONCE_TARGET_ACTIVE
    WAR_AND_PEACE_MANAGER_PROPORTION_OF_REQUIRED_FORCES_TO_START_ASSISTANCE
    WAR_AND_PEACE_MANAGER_PROPORTION_OF_REQUIRED_FORCES_TO_START_WAR
    WEALTH_GROWTH_MINIMUM_ACCEPTABLE_AS_PROPORTION_OF_GDP
    WAPM_CORRIDOR_SIZE_IN_UNITS_ABOVE_WHICH_ARMY_SPLITS_ARE_ALLOWED

    BAWP_WEIGHTING_DIPLOMATIC_RELATIONS
    effect of diplomatic relations on BAWP
    BAWP_WEIGHTING_ARE_ALLIES_ALREADY
    BAWP_WEIGHTING_INTERFACTION_RELATIONS
    BAWP_WEIGHTING_MILITARY_STRENGTH
    effect of military strength on BAWP
    BAWP_WEIGHTING_ADJACENCY
    effect of who is nearby on BAWP
    Since the 5 BAWP entries add up to 100, it is possible these are percentages (Curisanafou).

    REGION_DEFENCE_ATTACK_NEUTRAL_CHARACTERS_BELOW
    Last edited by TheSavage; March 31, 2009 at 05:20 PM.

  3. #3

    Default Re: Campaign AI Entries List

    CAMPAIGN_AI_MANAGER_BEHAVIOR_JUNCTIONS

    Description:

    The numbers in this file appear to represent priorities for general categories of AI behavior.
    (Are these numbers on a specific scale? Maximum value? Are they being compared against something?)

    BUFFER_ZONE_BEHAVIOUR
    CULL_EXCESS_FORCES
    FORT_MAINTAINENCE_BEHAVIOUR
    GLOBAL_NONCONTIGUOUS_EXPANSION_BEHAVIOUR
    HELP_ALLY_AT_WAR
    LOCAL_NONCONTIGUOUS_EXPANSION_BEHAVIOUR
    MILITARY_RANK_BEHAVIOUR
    MINIMUM_SAVING
    MISSIONARY_BEHAVIOUR
    NAVY_ATTACK_BEHAVIOUR
    NAVY_DISTRIBUTION
    NAVY_RECRUITMENT
    NAVY_REPAIR
    NAVY_STRENGTH_MANAGER
    PORT_BLOCKADE_BEHAVIOUR
    RAID_BEHAVIOUR
    RECALL_BEHAVIOUR
    RECAPTURE_BEHAVIOUR
    REGION_COAST_DEFENCE
    REGION_DEFENCE
    REGION_GROUP_DEFENCE
    REGION_GROUP_EXPANSION
    REGIONAL_DEVELOPMENT
    RESEARCH_TECHNOLOGY
    TAXATION
    TRADE_AREA_BEHAVIOUR
    TRADE_BEHAVIOUR
    TRADE_ROUTE_DEFENCE
    TRADE_ROUTE_RAIDING_BEHAVIOUR
    WAR_AND_PEACE
    Last edited by TheSavage; March 31, 2009 at 03:02 PM.

  4. #4

    Default Re: Campaign AI Entries List

    (reserved for add'l files)

  5. #5

    Default Re: Campaign AI Entries List

    (reserved for more files)

  6. #6

    Default Re: Campaign AI Entries List

    do you think the BAWP entries are percentages?

    there are 5 of them... each at 20... so 100%? all weighted the same?

  7. #7

    Default Re: Campaign AI Entries List

    That's my current guess, and how I've formulated my AI. Seems to work that way.

    BASE_CONSTRUCTION_BIAS_ECONOMIC
    BASE_CONSTRUCTION_BIAS_EDUCATION
    BASE_CONSTRUCTION_BIAS_HAPPINESS
    BASE_CONSTRUCTION_BIAS_MILITARY
    BASE_CONSTRUCTION_BIAS_PRESTIGE

    Pretty self-explanatory, these deal with how the AI prioritizes it's spending. They add up to 1, so if you have .7 military bias, it'll spend 70% of it's available money on military things

    BASIC_DESIRE_FORT_MAINTAINENCE_BASE_PRIORITY_PROPORTION
    BASIC_DESIRE_FORT_MAINTAINENCE_OWNED_REGION_OCCUPIED_FORT_REPAIR
    BASIC_DESIRE_FORT_MAINTAINENCE_OWNED_REGION_OCCUPIED_FORT_UPGRADE
    BASIC_DESIRE_FORT_MAINTAINENCE_OWNED_REGION_UNOCCUPIED_FORT_REPAIR
    BASIC_DESIRE_FORT_MAINTAINENCE_OWNED_REGION_UNOCCUPIED_FORT_UPGRADE
    BASIC_DESIRE_FORT_MAINTAINENCE_PRIORITY_COST_CONTRIBUTION
    BASIC_DESIRE_FORT_MAINTAINENCE_PRIORITY_FORCE_STRENGTH_CONTRIBUTION
    BASIC_DESIRE_FORT_MAINTAINENCE_PRIORITY_REGION_VALUE_CONTRIBUTION
    BASIC_DESIRE_FORT_MAINTAINENCE_UNOWNED_REGION_OCCUPIED_FORT_REPAIR
    BASIC_DESIRE_FORT_MAINTAINENCE_UNOWNED_REGION_OCCUPIED_FORT_UPGRADE

    These seem relatively pointless. They naturally deal with how the AI places forts, and where they place them. Considering the Siege AI right now, best to leave these alone and hope they build as few forts as possible.

    BASIC_DESIRE_PROTECT_PROTECTORATES_VALUE_INDEPENDANT_BASE_PRIORITY

    Doesn't seem to be a higher limit. The higher the number the more they want to defend their protectorates

    BASIC_DESIRE_WAR_OF_SUCCESSION_RECIND_AFTER_NUMBER_OF_ROUNDS

    Also pretty self explanitory

    BASIC_DESIRES_BUFFER_ZONE_BEHAVIOUR_BASE_COMPONENT_PROPORTION
    BASIC_DESIRES_DEFEND_REGION_GOAL_BASE_COMPONENT_PROPORTION
    BASIC_DESIRES_DEFEND_REGION_GROUPS_GOAL_BASE_COMPONENT_PROPORTION
    BASIC_DESIRES_REGION_DEVELOPMENT_GOAL_BASE_COMPONENT_PROPORTION

    These are a little ambiguous, because I can't figure out what region groups are defined as, or what a region goal is, or how region development is considered. Or what exactly a buffer zone is.

    BASIC_INCOME_PROPORTIONAL_SAVINGS_PER_TURN

    Pretty self explanitory as well - how much of it's income the AI will save for "financial emergancy" situations (where they spend more than they receive for a period of time)

    BASIC_SPENDING_BIAS_CONSTRUCTION
    BASIC_SPENDING_BIAS_CONSTRUCTION_SAVE_MONEY_ON_FAIL
    BASIC_SPENDING_BIAS_DIPLOMATIC
    BASIC_SPENDING_BIAS_DIPLOMATIC_SAVE_MONEY_ON_FAIL
    BASIC_SPENDING_BIAS_RECRUITMENT_ARMY
    BASIC_SPENDING_BIAS_RECRUITMENT_ARMY_SAVE_MONEY_ON_FAIL
    BASIC_SPENDING_BIAS_RECRUITMENT_NAVY
    BASIC_SPENDING_BIAS_RECRUITMENT_NAVY_SAVE_MONEY_ON_FAIL

    Another tool to help control how the AI uses it's cash. The SAVE_MONEY_ON_FAIL I think just tells it to reserve cash if it can't pump things out at the moment

    COMPOSITE_VALUE_ANALYSER_REGION_CAN_WIN_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_INCREASED_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_LOST_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_MERGED_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_NEW_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_REDUCED_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_GROUP_SPLIT_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_INVADED_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_LOSS_CERTAIN_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_LOSS_LIKELY_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_LOSS_VERY_LIKELY_MULTIPLIER
    COMPOSITE_VALUE_ANALYSER_REGION_OUTNUMBERS_MULTIPLIER

    If we can find out what a region_group is, these'll be nice. I don't know exactly how the numbers work, but this is part of the cost/benefit mechanic for the AI

    DEFENCE_AND_INVASION_FORCE_STRENGTH_ANALYSIS_INVASION_FORCE_DISCOUNT_PROPORTION_FOR_ADJUSTED
    DEFENCE_AND_INVASION_FORCE_STRENGTH_ANALYSIS_MINIMUM_DEFENCE_FORCE_PROPORTION_FOR_ADJUSTED
    DEFENCE_AND_INVASION_FORCE_STRENGTH_ANALYSIS_SUPPORT_FORCE_DISCOUNT_PROPORTION_FOR_ADJUSTED

    These numbers determine the proportion of forces used for offense, defense, and utility from what I can tell

    DESIRE_BUFFER_ZONE_CLEAR_BUFFER_ZONE_BEHAVIOUR_ABOVE
    DESIRE_BUFFER_ZONE_INVOKE_BUFFER_ZONE_BEHAVIOUR_BELOW

    If we can figure out what a buffer zone is, and what this number stands for, then we'd be set. My current guess is that it has to do with diplomatic relations

    FACTIONAL_NONCACHING_ANALYSER_BADLY_LOSE_MINIMUM_WINNING_FORCE_MULTIPLIER_ARMIES
    FACTIONAL_NONCACHING_ANALYSER_EASY_WIN_MINIMUM_WINNING_FORCE_MULTIPLIER_ARMIES

    I think this is how the AI decides which factions are easy targets and which arn't

    FINANCIAL_ANALYSIS_BEST_CASE_TURN_ON_TURN_OUT_GOINGS_AS_A_PROPORTION_OF_INCOME
    FINANCIAL_ANALYSIS_TURNS_TO_ALLOW_OVERSPEND
    FINANCIAL_ANALYSIS_WORST_CASE_TURN_ON_TURN_OUT_GOINGS_AS_A_PROPORTION_OF_INCOME

    These control financial emergencies. They set a goal for the AI to achieve with it's spending, and how bad it'll let things get before it won't spend any more, and for how long

    GRANULOID_CONSTRUCTION_BIAS_FACTION
    GRANULOID_CONSTRUCTION_BIAS_PERSONALITY
    GRANULOID_CONSTRUCTION_BIAS_REGION
    GRANULOID_CONSTRUCTION_BIAS_REGION_GROUP

    These values control how much freedom the AI has to adapt it's spending priorities based on the above variables

    HLP_DISTANCE_MULTIPLIER_FOR_ENEMY
    HLP_DISTANCE_MULTIPLIER_FOR_FRIEND
    HLP_DISTANCE_MULTIPLIER_FOR_NEUTRAL
    HLP_DISTANCE_MULTIPLIER_LAND_PATH
    HLP_DISTANCE_MULTIPLIER_SEA_LAND_TRANSITION_PATH
    HLP_DISTANCE_MULTIPLIER_SEA_PATH

    As far as I can tell, inverse is better for friend/enemy. So the higher the multiplier is for friends, the more likely the AI is to help you. The higher it is for enemies, the less likely it is that the AI will bother to attack you if you're far away. The other three deal with the logistical side

    HLP_MINIMUM_ACCEPTABLE_FIRST_ORDER_FRIENDLINESS_LEVEL_TO_CONSIDER_SPECULATIVE_PATH_ACROSS_TERRITORY

    The minimum diplomatic relation necessary for the Ai to consider giving military access

    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_BAD_DEFEAT
    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_DEFEAT
    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_DRAW
    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_EAST_VICTORY
    INTENTION_SIEGE_OFFER_SURRENDER_PROBABILITY_ON_OFFERING_SURRENDER_IF_LIKELY_VICTORY

    These I'm pretty sure have to deal with the AI offering YOU a chance to surrender

    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_BIAS_FOR_REMOVING_GARRISONS
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_DISTANCE_DIVIDING_STRENGTH_WEIGHT
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_BALANCED
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_DEFAULT
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_INVASION
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_RAPID
    INVASION_OBTAINING_LOCAL_MOBILES_ARMY_STRENGTH_MULTIPLIER_FOR_BALANCE_TYPE_TRADE

    These are how the AI determines where it gets it's invasion force, and how large it should be in comparison to the rest of it's army, as far as I can tell

    INVASION_OBTAINING_LOCAL_MOBILES_CHARACTER_ONLY_DISTANCE_DIVIDING_SKILL_WEIGHT
    INVASION_OBTAINING_LOCAL_MOBILES_PROPORTION_OF_RELEVANT_LOCAL_AGENTS_TO_AQUIRE_CEILINGED
    INVASION_OBTAINING_LOCAL_MOBILES_PROPORTIONAL_TOTAL_VALUE_OF_OBTAINING_RELEVANT_AGENTS

    Having to do with agents, I don't know what dividing by skill weight is. Probably something to do with you need fewer agents in an area if their skill is higher

    LOWER_CLASS_MINIMUM_ACCEPTABLE_HAPPINESS

    Pretty basic


    MAXIMUM_PERCENTAGE_OF_NAVIES_TO_USE_FOR_TRADE

    How many trade ships the AI will build as a proportion of it's whole navy

    MILITARY_RANK_ADMIRALS_IN_NAVY_MAXIMUM
    How many admirals will be in your navy if the AI maxes it out.


    These are all guesses, but they're the guesses I've used to put together my AI, which is working pretty well.

  8. #8

    Default Re: Campaign AI Entries List

    MILITARY_RANK_GENERALS_IN_REGION_GROUP_MAXIMUM_PERCENTAGE
    MILITARY_RANK_GENERALS_IN_REGION_GROUP_MINIMUM_PERCENTAGE
    MINIMUM_ABSOLUTE_RELATIVE_STRENGTH_ADVANTAGE_ARMIES
    MINIMUM_ABSOLUTE_RELATIVE_STRENGTH_ADVANTAGE_NAVIES
    MINIMUM_ABSOLUTE_STRENGTH_MULTIPLE_ARMIES
    MINIMUM_ABSOLUTE_STRENGTH_MULTIPLE_NAVIES
    MINIMUM_BATTLE_RESULT
    MINIMUM_CHANCE_OF_SUCCESS
    MINIMUM_RELATIVE_STRENGTH

    The question with these of course, is rleative strength of what to what?

    NAVY_DISTRIBUTION_PRIORITY_GLOBAL
    NAVY_DISTRIBUTION_PRIORITY_LOCAL

    Whether their navies will be more active in their home theater or the foreign theaters


    NAVY_GLOBAL_DISTRIBUTION_THEATRE_VALUE_LOWER_MODIFIER
    NAVY_GLOBAL_DISTRIBUTION_THEATRE_VALUE_UPPER_MODIFIER

    Not entirely sure, my current guess is that if the theater is of less value than your home theater it will be less likely to deploy there. Or this could deal with trade theaters, helping the AI decide it should go for the high value ones

    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE_OWNED_BY_ENEMY
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE_OWNED_BY_FRIEND
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE_OWNED_BY_NEUTRAL
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_MOBILE_OWNED_BY_SELF
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT_OWNED_BY_ENEMY
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT_OWNED_BY_FRIEND
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT_OWNED_BY_NEUTRAL
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_PORT_OWNED_BY_SELF
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION_OWNED_BY_ENEMY
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION_OWNED_BY_FRIEND
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION_OWNED_BY_NEUTRAL
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_REGION_OWNED_BY_SELF
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE_OWNED_BY_ENEMY
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE_OWNED_BY_FRIEND
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE_OWNED_BY_NEUTRAL
    NAVY_LOCAL_DISTRIBUTION_IMPORTANCE_PCT_TRADE_ROUTE_OWNED_BY_SELF

    These are pretty self explanatory. They're proportions based off of 1, each type ( trade route, port, etc...) is equal to 1

    NAVY_RECRUITMENT_MINIMUM_RELATIVE_STRENGTH
    NAVY_RECRUITMENT_MINIMUM_STRENGTH
    NAVY_REGION_COAST_DEFENCE_PRIORITY_GENERAL
    NAVY_REGION_COAST_DEFENCE_PRIORITY_NEIGHBOURS
    NAVY_REGION_COAST_DEFENCE_PRIORITY_PORT
    NAVY_REPAIR_FULL_CREW_MINIMUM_PERCENTAGE
    NAVY_REPAIR_FULL_HULL_MINIMUM_PERCENTAGE
    NAVY_REPAIR_TOTAL_CREW_MINIMUM_PERCENTAGE
    NAVY_REPAIR_TOTAL_HULL_MINIMUM_PERCENTAGE
    NAVY_TRANSPORT_MAX_PERCENTAGE

    These are a bit more ambigous, again because we don't know what it's relative to. The coast defense is pretty self explanatory. I guess the repair part is how important to the AI it is to keep it's ships repaired


    PERSONALITY_BASIC_DESIRE_RAID_REGIONS_GOAL_PRIORITY_BASE
    PERSONALITY_PROPORTION_OF_DESIRED_STRENGTH_NECESSARY_TO_CONSIDER_RAIDING
    PERSONALITY_SHOULD_ATTEMPT_TO_CAPTURE_REGION_DURING_RAID

    These control the raiding behavior (the one or two unit stacks that run through your provinces, as far as I can tell the higher the number the more likely the behavior is, or how powerful it needs to be to consider it. Havn't found an upper limit IIRC


    PERSONALITY_VALUE_BASIC_DESIRE_RECAPTURE_REGIONS_BASE_PRIORITY
    PERSONALITY_VALUE_BASIC_GOAL_RECAPTURE_REGIONS_TIMEOUT

    Pretty self explanatory. The higher the number, the more or longer the AI wants to retake territory it's lost


    POP_GROWTH_MINIMUM_ACCEPTABLE_AS_PROPORTION_OF_POP

    How much population growth the AI wants, the problem being of course that we can't devalue this after it's maxed out it's towns

    PRIORITY_RANDOMIZATION_DESIRE
    PRIORITY_RANDOMIZATION_INTENTION

    Just mixes things up a bit, the higher the value, the more random the AI will be


    RECRUITMENT_ARMY_CATEGORY_BALANCE_DISTANCE
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_ARTILLERY
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_CAVALRY
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_DRAGOONS
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_ELEPHANTS
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_INFANTRY

    What the AI considers to be a balanced force. The top value I think is how far away the AI is willing to let recruited units come from to achieve this force. havn't tested yet to see if higher or lower is equal to further, my gut inclination is higher, right now

    RECRUITMENT_ARMY_COST_OVER_STRENGTH_ADDITIONAL_UNIT_EXEPERIENCE_BONUS

    no idea

    RECRUITMENT_ARMY_NUMBER_OF_TURNS_TO_FINANCE_EMERGENCY
    RECRUITMENT_ARMY_OVERSTRENGTH_UNITS_TO_OFFSET_DEFICIT
    RECRUITMENT_ARMY_POSSIBLE_ADDITIONAL_UNITS_PER_REGION_HIGH
    RECRUITMENT_ARMY_POSSIBLE_ADDITIONAL_UNITS_PER_REGION_VERY_HIGH
    RECRUITMENT_ARMY_STRENGTH_OF_PERSONALITY_BIAS

    The first value is how long the AI will play with it's income in the red, second value I have no idea, third and forth values tell the AI how many extra units above a full stack ( I think ) are permitable per reagion based on difficulty, last value is how much recruitment is based off of the "personality of a nation" (IE Crimean Khanate will recruit more cavalry

    RECRUITMENT_FINANCIAL_BIAS_EMERGENCY_SITUATION_ONLY
    RECRUITMENT_FINANCIAL_BIAS_MAINTAINABLE_ONLY
    RECRUITMENT_FINANCIAL_BIAS_RECRUITMENT_ONLY

    How the Ai weights recruiments costs versus upkeep costs for deciding whether to keep recruiting.

    RECRUITMENT_MINIMUM_NEW_ARMY_SIZE
    RECRUITMENT_MINIMUM_NEW_NAVY_SIZE

    the minimum stack size the AI will shoot for when it starts recruiting

    RECRUITMENT_NAVY_CATEGORY_BALANCE_DISTANCE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_AUXILIARY
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_FRIGATE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_GALLEY
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_INVASION_FLEET
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_LINE_OF_BATTLE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_MERCHANT
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_SPECIALIST

    Same deal as the army thing above. And before you ask, increasing invasion_fleet does not give you naval invasions.

    RECRUITMENT_NAVY_COST_OVER_STRENGTH_ADDITIONAL_UNIT_EXEPERIENCE_BONUS

    still have no idea

    RECRUITMENT_NAVY_MIN_AMOUNT_OF_MOBILES_TRADE_ORIENTED
    RECRUITMENT_NAVY_MIN_AMOUNT_OF_UNITS_TRADE_ORIENTED

    The jist is self explanatory, but what it actually does is a bit ambiguous, because why would you want mobile trade oriented ships?

    RECRUITMENT_NAVY_NUMBER_OF_TURNS_TO_FINANCE_EMERGENCY

    same as army

    RECRUITMENT_NAVY_OVERSTRENGTH_UNITS_TO_OFFSET_DEFICIT
    RECRUITMENT_NAVY_POSSIBLE_ADDITIONAL_UNITS_PER_REGION_HIGH
    RECRUITMENT_NAVY_POSSIBLE_ADDITIONAL_UNITS_PER_REGION_VERY_HIGH

    same as army


    Don't have time for much more, the last ones are pretty easy to understand.

  9. #9

    Default Re: Campaign AI Entries List

    HLP_DISTANCE_MULTIPLIER_SEA_LAND_TRANSITION_PATH
    HLP_DISTANCE_MULTIPLIER_SEA_PATH

    Could these solve the naval invasion bug? Would they be our best guess?

  10. #10

    Default Re: Campaign AI Entries List

    REGION_DEFENSE_PRIORITIES_BORDERS - higher the value the more the ai will put troops near the borders. (kind of obvious)

    REGION_DEFENSE_PRIORITIES_GROUPING - higher value means the priority is higher for grouping. If you have a problem with the AI creating a bajillion 1 unit armies increase this value. I just went from having a slow ass campaign map to about 10x faster by changing this. Poland had about 10 1 unit armies sorrounding a settlement.. i saved the game, increased this to 1 and it put all its armies in the settlement.

    REGION_DEFENSE_PRIORITIES_RESERVES - EDIT: still have no idea what it does, possibly nothing. how i test is basically setting them all to 0 except one.. and when i did this for this one is gave me a CTD, so i don't know if it even works.

    REGION_DEFENSE_PRIORITIES_SETTLEMENT - pretty obvious, priority is the region capital

    REGION_DEFENSE_PRIORITIES_SLOT - pretty obvious, higher value means more protection of slots, so the AI will move their troops into the slots. or at least near them.

    REGION_DEFENSE_PRIORITIES_UNHAPPINESS_MITIGATION - also quite obvious... will use its troops to get the most happiness.


    I mainly bumped the thread for the groupings priority which has basically had the biggest effect on any change i've made to date on the AI. it literally took 90% of its armies and made them into stacks of 10+ units... not only increasing the speed of campaign maps and turns, but also not making themselves look retarded.
    Last edited by Cursisanafou; April 13, 2009 at 01:38 PM.

  11. #11
    Rammstein's Avatar Templar Knight
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    Default Re: Campaign AI Entries List

    which value would increase the probability of invasion?

  12. #12

    Default Re: Campaign AI Entries List

    Quote Originally Posted by Dud doodoo View Post
    HLP_DISTANCE_MULTIPLIER_SEA_LAND_TRANSITION_PATH
    HLP_DISTANCE_MULTIPLIER_SEA_PATH

    Could these solve the naval invasion bug? Would they be our best guess?
    You could try playing with those, although Jack mentioned the values that controlled their likelyhood to be locked up in startpos.esf

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