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Module:Data/CivBE/Base/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={
Type="MILITARYAISTRATEGY_NEED_RANGED";
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_MILITARY_UNITS={
Type="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={
Type="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={
Type="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={
Type="MILITARYAISTRATEGY_ENOUGH_NAVAL_UNITS";
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=50;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_NAVAL_UNITS={
Type="MILITARYAISTRATEGY_NEED_NAVAL_UNITS";
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=50;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_NAVAL_UNITS_CRITICAL={
Type="MILITARYAISTRATEGY_NEED_NAVAL_UNITS_CRITICAL";
NoMinorCivs=true;
UpdateCitySpecializations=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=50;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_AT_WAR={
Type="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={
Type="MILITARYAISTRATEGY_WAR_MOBILIZATION";
NoMinorCivs=true;
UpdateCitySpecializations=true;
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=15;
WeightThreshold=100;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_RANGED_EARLY={
Type="MILITARYAISTRATEGY_NEED_RANGED_EARLY";
NoMinorCivs=true;
UpdateCitySpecializations=true;
CheckTriggerTurnCount=5;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_RANGED={
Type="MILITARYAISTRATEGY_ENOUGH_RANGED";
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_MINOR_CIV_GENERAL_DEFENSE={
Type="MILITARYAISTRATEGY_MINOR_CIV_GENERAL_DEFENSE";
OnlyMinorCivs=true;
CheckTriggerTurnCount=50;
MinimumNumTurnsExecuted=50;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_MINOR_CIV_THREAT_ELEVATED={
Type="MILITARYAISTRATEGY_MINOR_CIV_THREAT_ELEVATED";
OnlyMinorCivs=true;
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_MINOR_CIV_THREAT_CRITICAL={
Type="MILITARYAISTRATEGY_MINOR_CIV_THREAT_CRITICAL";
OnlyMinorCivs=true;
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ERADICATE_BARBARIANS={
Type="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={
Type="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={
Type="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={
Type="MILITARYAISTRATEGY_NEED_MOBILE";
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_MOBILE={
Type="MILITARYAISTRATEGY_ENOUGH_MOBILE";
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_AIR={
Type="MILITARYAISTRATEGY_NEED_AIR";
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_ROBOTICS";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_ENOUGH_AIR={
Type="MILITARYAISTRATEGY_ENOUGH_AIR";
NoMinorCivs=true;
CheckTriggerTurnCount=2;
FirstTurnExecuted=25;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_ROBOTICS";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_AIR_CARRIER={
Type="MILITARYAISTRATEGY_NEED_AIR_CARRIER";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_ROBOTICS";
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_ORBITAL_DEFENSE={
Type="MILITARYAISTRATEGY_NEED_ORBITAL_DEFENSE";
NoMinorCivs=true;
CheckTriggerTurnCount=5;
FirstTurnExecuted=50;
AdvisorCounselImportance=1;};
 
MILITARYAISTRATEGY_NEED_CITY_DEFENSE_TECH={
Type="MILITARYAISTRATEGY_NEED_CITY_DEFENSE_TECH";
NoMinorCivs=true;
CheckTriggerTurnCount=5;
FirstTurnExecuted=100;
AdvisorCounselImportance=1;};
 
}
return data

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