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Module:Data/Civ5/BNW/AIEconomicStrategies

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--[Field]                              [Type]
--Type                                 String
--NoMinorCivs                         Boolean
--CheckTriggerTurnCount                 Int64
--MinimumNumTurnsExecuted               Int64
--WeightThreshold                       Int64
--FirstTurnExecuted                     Int64
--TechPrereq                           String
--TechObsolete                         String
--Advisor                              String
--AdvisorCounsel                       String
--AdvisorCounselImportance              Int64
 
local data ={
 
ECONOMICAISTRATEGY_NEED_RECON={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=5;
Advisor="FOREIGN";
AdvisorCounsel=[=[We should continue exploring the world to discover ancient ruins, natural wonders, and other civilizations!]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_ENOUGH_RECON={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=5;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We have enough explorers to discover the world. We should not start building any new land exploration units.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_NEED_RECON_SEA={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=5;
Advisor="FOREIGN";
AdvisorCounsel=[=[We need to continue exploring the seas to find new continents to settle.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_ENOUGH_RECON_SEA={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=5;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We have enough explorers to discover the world. We should not start building any new land exploration units.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_EARLY_EXPANSION={
NoMinorCivs=true;
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=10;
WeightThreshold=3;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We have room to expand, so let's train a settler and found a new city!]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_ENOUGH_EXPANSION={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
WeightThreshold=1;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We should focus on growing and improving what we have rather than founding new cities right now.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_NEED_HAPPINESS={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
WeightThreshold=2;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Our people's {{happiness5}} happiness is becoming a concern. We need to connect luxury resources, build {{happiness5}}happiness buildings and wonders, and adopt policies that help make our civilization happy!]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_NEED_HAPPINESS_CRITICAL={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
WeightThreshold=-3;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Our people are quite Unhappy! We need to connect luxury resources, build {{happiness5}}happiness buildings and wonders, and adopt policies that help make our civilization happy quickly!]=];
AdvisorCounselImportance=3;};
 
ECONOMICAISTRATEGY_CITIES_NEED_NAVAL_GROWTH={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=15;
WeightThreshold=25;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We have a lot of coastal cities so we should focus on buildings that improve yields from our coastal tiles.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_CITIES_NEED_NAVAL_TILE_IMPROVEMENT={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=5;
WeightThreshold=25;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We have water resources that we're not using. Build workboats and deploy them to help our civilization!]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_FOUND_CITY={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
WeightThreshold=10;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We have a settler, now find a good spot to found a city!]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_TRADE_WITH_CITY_STATE={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
WeightThreshold=10;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_NEED_IMPROVEMENT_FOOD={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
WeightThreshold=10;
FirstTurnExecuted=20;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We are having a {{food5}}food crisis! Use Workers to build improvements that increase the amount of {{food5}}food that a plot provides.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_NEED_IMPROVEMENT_PRODUCTION={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
WeightThreshold=10;
FirstTurnExecuted=20;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We are having a {{production5}}production crisis! Use Workers to build improvements that increase the amount of {{production5}}production that a plot provides.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_ONE_OR_FEWER_COASTAL_CITIES={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=10;
WeightThreshold=10;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_LOSING_MONEY={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
WeightThreshold=2;
FirstTurnExecuted=20;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We need to increase our {{gold5}}gold income to stay competitive. Disband obsolete units to lower our unit maintenance, use our workers to construct improvements that increase the amount of {{gold5}}gold from a tile, and construct buildings that increase our {{gold5}}gold income.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_HALT_GROWTH_BUILDINGS={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=20;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We're working on the Great Pyramid, so we needn't build granaries in our other cities.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_TOO_MANY_UNITS={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=20;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Our {{production5}}production is being diminished by the number of units that we have. We should disband any unneeded units so that our civilization can operate at full capacity.]=];
AdvisorCounselImportance=2;};
 
ECONOMICAISTRATEGY_ISLAND_START={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=50;
WeightThreshold=200;
Advisor="SCIENCE";
AdvisorCounsel=[=[Our homeland is a small continent without much room for expansion. We need to focus on naval technologies until we can embark units.]=];
AdvisorCounselImportance=50;};
 
ECONOMICAISTRATEGY_EXPAND_TO_OTHER_CONTINENTS={
NoMinorCivs=true;
CheckTriggerTurnCount=10;
MinimumNumTurnsExecuted=25;
WeightThreshold=50;
TechPrereq="TECH_OPTICS";
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_REALLY_EXPAND_TO_OTHER_CONTINENTS={
NoMinorCivs=true;
CheckTriggerTurnCount=10;
MinimumNumTurnsExecuted=25;
WeightThreshold=100;
TechPrereq="TECH_OPTICS";
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_EXPAND_LIKE_CRAZY={
NoMinorCivs=true;
CheckTriggerTurnCount=10;
MinimumNumTurnsExecuted=25;
WeightThreshold=10;
FirstTurnExecuted=25;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_GROW_LIKE_CRAZY={
NoMinorCivs=true;
CheckTriggerTurnCount=10;
MinimumNumTurnsExecuted=25;
WeightThreshold=10;
FirstTurnExecuted=25;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_GS_CULTURE={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=25;
FirstTurnExecuted=75;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_GS_CONQUEST={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=25;
FirstTurnExecuted=75;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_GS_DIPLOMACY={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=25;
FirstTurnExecuted=75;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_GS_SPACESHIP={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=25;
FirstTurnExecuted=75;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_GS_SPACESHIP_HOMESTRETCH={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=100;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_REALLY_NEED_RECON_SEA={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=50;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_MOSTLY_ON_THE_COAST={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=50;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_NAVAL_MAP={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=10;
FirstTurnExecuted=1;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_OFFSHORE_EXPANSION_MAP={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=10;
FirstTurnExecuted=1;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_DEVELOPING_RELIGION={
NoMinorCivs=true;
CheckTriggerTurnCount=10;
MinimumNumTurnsExecuted=50;
FirstTurnExecuted=50;
TechPrereq="TECH_POTTERY";
TechObsolete="TECH_INDUSTRIALIZATION";
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_TECH_LEADER={
NoMinorCivs=true;
CheckTriggerTurnCount=10;
MinimumNumTurnsExecuted=25;
FirstTurnExecuted=5;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_NEED_ARCHAEOLOGISTS={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=10;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_ENOUGH_ARCHAEOLOGISTS={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=10;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_NEED_MUSEUMS={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=10;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_NEED_GUILDS={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
FirstTurnExecuted=10;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_CONCERT_TOUR={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
WeightThreshold=10;
AdvisorCounselImportance=1;};
 
ECONOMICAISTRATEGY_STARTED_PIETY={
NoMinorCivs=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
AdvisorCounselImportance=1;};
 
}
return data

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