The AIs normally make their own decisions about how to play a game, but they can also follow hints provided by the game design.
GlobalVariable: ai-may-resign
t/f
This variable is true if the AI can evaluate whether to resign and then
resign if it likes. Otherwise, it will play until it wins or loses.
Defaults to true
.
GlobalVariable: units-may-go-into-reserve
t/f
This variable is true if AI or plan execution can put a unit into
reserve for the remainder of a turn. This can prevent unit confusion,
but can also put the side at a disadvantage if too many of its units
spend turns in reserve rather than doing something useful. Defaults to
true
.
UnitTypeProperty: ai-tactical-range
n
This is the range out to which AI and/or plan execution will look for
tactical opportunities, such as captures. Defaults to 4
.
UnitTypeProperty: ai-peace-garrison
n
This is the number of occupants the AI should have as garrison for the unit if there are no threats nearby.
UnitTypeProperty: ai-war-garrison
n
This is the number of occupants the AI should have as garrison for the
unit if there are threatening units nearby. Defaults to 1
.
GlobalVariable: ai-advanced-unit-separation
n
This is the recommended distance between advanced units, ideally used
when constructing units are deciding where to build. Defaults to
3
.
GlobalVariable: ai-badtask-max-retries
n
This is the maximum number of times that task execution will be retried
when a task fails. Defaults to 6
.
GlobalVariable: ai-badtask-remove-chance
n
This is the probability that a failing task will be removed from
the task agenda. Defaults to 20
.
GlobalVariable: ai-badtask-reserve-chance
n
This is the probability that a unit whose task is failing will go into
reserve and try the task on the following turn. Defaults to 6
.
GlobalVariable: ai-minimal-size-goal
n
The minimum size that an unit must be able to grow to in order for
the AI to accept construction of it at a given location.
Defaults to 12
.
UnitTypeProperty: ground
t/f
UnitTypeProperty: colonizer
t/f
UnitTypeProperty: facility
t/f
These properties identify a unit type as having particular uses and/or characteristics.
UnitTypeProperty: minimal-sea-for-docks
n
The number of cells of sea terrain that must be present before an AI
will consider building naval units. Defaults to 30
.