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Documentation for this module may be created at Module:Data/Civ5/GK/AICityStrategies/doc

--[Field]                              [Type]
--Type                                 String
--CheckTriggerTurnCount                 Int64
--MinimumNumTurnsExecuted               Int64
--WeightThreshold                       Int64
--NoMinorCivs                         Boolean
--Permanent                           Boolean
--TechPrereq                           String
--TechObsolete                         String
--Advisor                              String
--AdvisorCounsel                       String
--AdvisorCounselImportance              Int64

local data ={

AICITYSTRATEGY_SMALL_CITY={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_MEDIUM_CITY={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_LARGE_CITY={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_LANDLOCKED={
Permanent=true;
AdvisorCounsel=[=[{1_CityName:textkey} is landlocked, which means it doesn't have access to the water. So you have to worry more about bears than sharks.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_NEED_TILE_IMPROVERS={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
WeightThreshold=67;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} needs Workers to improve nearby tiles. We should train a Worker in {1_CityName:textkey} and have them improve the nearby tiles.]=];
AdvisorCounselImportance=2;};

AICITYSTRATEGY_WANT_TILE_IMPROVERS={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
WeightThreshold=40;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} would benefit greatly from having the surrounding tiles improved. Consider getting a Worker to help it out.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_ENOUGH_TILE_IMPROVERS={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=10;
WeightThreshold=125;
Advisor="ECONOMIC";
AdvisorCounsel=[=[I don't think {1_CityName:textkey} needs to build any more Workers right now.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_NEED_NAVAL_GROWTH={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
WeightThreshold=40;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} has a considerable number of water tiles. We should focus on constructing buildings like the lighthouse that improve yield from those tiles.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_NEED_NAVAL_TILE_IMPROVEMENT={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=2;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} has unimproved resources in the water; we should get a work boat to improve the resource!]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_ENOUGH_NAVAL_TILE_IMPROVEMENT={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=2;
AdvisorCounsel=[=[{1_CityName:textkey} has all of its naval resources improved.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_NEED_IMPROVEMENT_FOOD={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} needs {{food5}}food to grow to be a larger city. Use your Workers to build farms nearby.]=];
AdvisorCounselImportance=2;};

AICITYSTRATEGY_NEED_IMPROVEMENT_PRODUCTION={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} needs {{production5}}production to build things faster. Use your Workers to build mines nearby.]=];
AdvisorCounselImportance=2;};

AICITYSTRATEGY_HAVE_TRAINING_FACILITY={
Permanent=true;
Advisor="MILITARY";
AdvisorCounsel=[=[{1_CityName:textkey} has buildings that enhance our military production. We should build new units for our army in {1_CityName:textkey} to be most effective.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_CAPITAL_NEED_SETTLER={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=4;
WeightThreshold=130;
NoMinorCivs=true;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} is primed and ready to build a settler to expand our empire.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_CAPITAL_UNDER_THREAT={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
NoMinorCivs=true;
Advisor="MILITARY";
AdvisorCounsel=[=[Keep watch around {1_CityName:textkey}, our capital city. Enemies have been seen in the area and we should be prepared for an attack.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_CULTURE_BUILDING={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_CULTURE_BUILDING_EMERGENCY={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_UNDER_BLOCKADE={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
Advisor="MILITARY";
AdvisorCounsel=[=[Enemies have been trying to blockade {1_CityName:textkey}! Use ranged attacks by the city and nearby boats to drive off the enemy ships that may blockade you.]=];
AdvisorCounselImportance=3;};

AICITYSTRATEGY_IS_PUPPET={
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_MEDIUM_CITY_HIGH_DIFFICULTY={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_ORIGINAL_CAPITAL={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_SCIENCE_BUILDING={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_WRITING";
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_GOLD_BUILDING={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_CURRENCY";
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_FAITH_BUILDING={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
NoMinorCivs=true;
TechPrereq="TECH_POTTERY";
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_PRODUCTION_BUILDING={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_THE_WHEEL";
AdvisorCounselImportance=1;};

AICITYSTRATEGY_RIVER_CITY={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_MOUNTAIN_CITY={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FOREST_CITY={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_HILL_CITY={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_JUNGLE_CITY={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_COAST_CITY={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_TINY_CITY={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Your city of {1_CityName:textkey} is too small at this point to undertake large constructions like wonders. Focus on growing {1_CityName:textkey} to a larger size before taking on big projects.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_MANY_TECHS_STOLEN={
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=5;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_KEY_SCIENCE_CITY={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=10;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_GOOD_GP_CITY={
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=10;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

}
return data
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