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QB64-PE/programs/samples/pete/hgm30e/ai.txt

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How to change the AI of the game?
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"Hegemony 3.0.e" has a non-cheating AI (artificial intelligence) included in the main block of the program. So the framework of the AI is rather stiff, but on the other hand, there are several changeable variables that are loaded from external files. These ".ai" files give the AI different behaviours. The variables, and their recommended range are listed below:
1. foodweight (0-1) = significance of food when evaluating a territory
2. prodweight (0-1) = significance of resources when evaluating a territory
3. hateweight (0-10) = importance of hate (for conquered territories) in diplomatic actions
4. diplweight (0-10) = importance of diplomacy in evaluating a situation
5. friendliness (0-10) = proneness to improve diplomatic relations
6. chance (0-1) = unpredictability
7. trustweight (0-10) = importance of diplomatic trust of other empires
8. remoteweight (0-10) = proneness to improve relations with not neighbouring countries
9. mintrust (0-1) = trust value that prevents negative diplomatic actions
10. aitrade (0-1) = the wish to make trade
11. aifriend (0-1) = the wish to make friends
12. aially (0-1) = the wish to make alliance
13. minmorale (0-1) = the minimum limit of morale in case of full employment
14. mintax (0-1) = minimum limit of tax
15. feardipl(1) (0-1) = fear that an enemy attacks
16. feardipl(2) (0-1) = fear that a neutral country attacks
17. feardipl(3) (0-1) = fear that a trading partner attacks
18. feardipl(4) (0-1) = fear that a friend attacks
19. feardipl(5) (0-1) = fear that an ally attacks
20. warmilitary (0-1) = the weight (proportion) of military investments at war
21. peacemilitary (0-1) = the weight (proportion) of military investments at peace
22. aibuilding (0-1) = the chance that the rest of money (after the military investments) will be spent on building churches, productive properties and ships, AND NOT on science
23. aichurch (0-1) = the proportion of money to be spent on churches, if the AI decides on building
24. aimill (0-1) = the proportion of money to be spent on mills, if the AI decides on building
25. ainavy (0-1) = the proportion of money to be spent on navy, if the AI decides on building
26. aiuni (0-1) = the chance that the AI builds universities instead of developing sciences
27. aiscience(1) (0-1) = the proportion of agriculture in science developments
28. aiscience(2) (0-1) = the proportion of industry in science developments
29. aiscience(3) (0-1) = the proportion of trade in science developments
30. aiscience(4) (0-1) = the proportion of sailing in science developments
31. aiscience(5) (0-1) = the proportion of military in science developments
32. aiscience(6) (0-1) = the proportion of medicine in science developments
33. landorsea (0-1) = the importance of land compared to sea (1 = absolute priority for land; 0 = absolute priority for sea)
34. planning (0-100) = the length of foresight in turns, for military investments
35. myfactor (1-999) = the AI begins to turn against the most powerful country and tries to make alliances with other countries, if the biggest empire is stronger than "myfactor" times its own value, and...
36. avgfactor (1-999) = ..."avgfactor" times stronger than the average value of a country.
If you need more info, send me an e-mail. I will try to give you a more detailed description.
Akos Ivanyi
ivanyiakos@hotmail.com