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Module:Data/Civ5/BNW/AIMilitaryStrategies

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--[Field]                              [Type]
--Type                                 String
--NoMinorCivs                         Boolean
--OnlyMinorCivs                       Boolean
--UpdateCitySpecializations           Boolean
--CheckTriggerTurnCount                 Int64
--FirstTurnExecuted                     Int64
--MinimumNumTurnsExecuted               Int64
--WeightThreshold                       Int64
--TechObsolete                         String
--TechPrereq                           String
--Advisor                              String
--AdvisorCounsel                       String
--AdvisorCounselImportance              Int64
 
local data ={
 
MILITARYAISTRATEGY_NEED_RANGED={
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_MILITARY_UNITS={
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
Advisor="ECONOMIC";
AdvisorCounsel=[=[We're spending a lot on military maintenance. We should stop building more military units.]=];
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_EMPIRE_DEFENSE={
NoMinorCivs=true;
UpdateCitySpecializations=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=5;
Advisor="MILITARY";
AdvisorCounsel=[=[We need more military units to help defend our civilization.]=];
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_EMPIRE_DEFENSE_CRITICAL={
UpdateCitySpecializations=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=30;
MinimumNumTurnsExecuted=5;
Advisor="MILITARY";
AdvisorCounsel=[=[We are nearly defenseless! We need to train more units!]=];
AdvisorCounselImportance=3;};
 
MILITARYAISTRATEGY_ENOUGH_NAVAL_UNITS={
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=50;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_NAVAL_UNITS={
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=50;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_NAVAL_UNITS_CRITICAL={
NoMinorCivs=true;
UpdateCitySpecializations=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=50;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_AT_WAR={
NoMinorCivs=true;
UpdateCitySpecializations=true;
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=5;
Advisor="MILITARY";
AdvisorCounsel=[=[We're at war! Build military units and buildings to achieve victory!]=];
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_WAR_MOBILIZATION={
NoMinorCivs=true;
UpdateCitySpecializations=true;
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=15;
WeightThreshold=100;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_RANGED_EARLY={
NoMinorCivs=true;
UpdateCitySpecializations=true;
CheckTriggerTurnCount=5;
TechObsolete="TECH_ARCHERY";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_RANGED={
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_MINOR_CIV_GENERAL_DEFENSE={
OnlyMinorCivs=true;
CheckTriggerTurnCount=50;
MinimumNumTurnsExecuted=50;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_MINOR_CIV_THREAT_ELEVATED={
OnlyMinorCivs=true;
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_MINOR_CIV_THREAT_CRITICAL={
OnlyMinorCivs=true;
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ERADICATE_BARBARIANS={
NoMinorCivs=true;
CheckTriggerTurnCount=5;
FirstTurnExecuted=20;
MinimumNumTurnsExecuted=10;
WeightThreshold=200;
Advisor="MILITARY";
AdvisorCounsel=[=[It's time for our barbarian neighbors to go extinct. Build military units and use them to destroy the camps.]=];
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_WINNING_WARS={
NoMinorCivs=true;
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
Advisor="MILITARY";
AdvisorCounsel=[=[We're winning! Keep the pressure on and claim victory!]=];
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_LOSING_WARS={
NoMinorCivs=true;
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
Advisor="FOREIGN";
AdvisorCounsel=[=[We're losing! We should consider negotiating a peace treaty.]=];
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_MOBILE={
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_MOBILE={
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_AIR={
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_FLIGHT";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_NUKE={
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_ATOMIC_THEORY";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_AIR={
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_FLIGHT";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_ANTIAIR={
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_RADIO";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_ANTIAIR={
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_RADIO";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_AIR_CARRIER={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_FLIGHT";
AdvisorCounselImportance=1;};
 
}
return data

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