CIV5AICityStrategies: Difference between revisions

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==CIV5AICityStrategies.xml==
*The CIV5AICityStrategies.xml file contains definitions for the technologies.
*The reference field in the tables below indicates the table and column the entry is linked to.
*This information is taken from the CIV5AICityStrategies.xml file itself.
<blockquote>
Entries in this file define the attributes of various AI City Strategies.  Entries can be completely removed safely, but be careful when changing values, as this can result in unexpected AI behavior. Defines which also help shape use of AI City Strategies are located in the GlobalAIDefines.xml file inside the XML\AI\ directory.  Flavors determine which Units, Buildings, Wonders, etc. a City wants to obtain.  WeightThreshold is used in the AI code to determine if this City Strategy should be adopted - note that it's used in a different way by each City Strategy.  PersonalityFlavorThresholdMods change the liklihood of a City Strategy being adopted based on the AI player's intrinsic Flavors.  As with WeightThreshold, the use of the PersonalityFlavorMod values isn't consistent across all City Strategies.  For more information on how these City Strategies work, reference CvCityStrategyAI.cpp in the GameCoreDLL project.
</blockquote>
 
==AICityStrategies==
*[[CIV5Technologies]] contains the definitions of the Technologies referenced in this table.
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|+AICityStrategies Table
! scope="col" style="background: #efefef;" | Name
! scope="col" style="background: #efefef;" | Type
! scope="col" style="background: #efefef;" | Reference
! scope="col" style="background: #efefef;" | Default
! scope="col" style="background: #efefef;" | Notes
|-
| ID || integer|| || || Primary Key,Autoincrement
|-
| Type || text|| || || Not Null,Unique
|-
| CheckTriggerTurnCount || integer|| || ||
|-
| MinimumNumTurnsExecuted || integer|| || ||
|-
| WeightThreshold || integer|| || 0||
|-
| NoMinorCivs || boolean|| || false||
|-
| Permanent || boolean|| || false||
|-
| TechPrereq || text|| Technologies(Type)|| NULL||
|-
| TechObsolete || text|| Technologies(Type)|| NULL||
|-
| Advisor || text|| || ||
|-
| AdvisorCounsel || text|| || ||
|-
| AdvisorCounselImportance || integer|| || 1||
|}
 
==AICityStrategy_Flavors==
*[[CIV5Flavors]] contains the definitions of the Flavors referenced in this table.
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|+AICityStrategy_Flavors Table
! scope="col" style="background: #efefef;" | Name
! scope="col" style="background: #efefef;" | Type
! scope="col" style="background: #efefef;" | Reference
|-
| AICityStrategyType || text|| AICityStrategies(Type)
|-
| FlavorType || text|| Flavors(Type)
|-
| Flavor || integer||
|}
 
==AICityStrategy_PersonalityFlavorThresholdMods==
*[[CIV5Flavors]] contains the definitions of the Flavors referenced in this table.
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|+AICityStrategy_PersonalityFlavorThresholdMods Table
! scope="col" style="background: #efefef;" | Name
! scope="col" style="background: #efefef;" | Type
! scope="col" style="background: #efefef;" | Reference
|-
| AICityStrategyType || text|| AICityStrategies(Type)
|-
| FlavorType || text|| Flavors(Type)
|-
| Flavor || integer||
|}
 
{{Civ5_XML_Files}}

Latest revision as of 01:43, 3 October 2011

CIV5AICityStrategies.xml

  • The CIV5AICityStrategies.xml file contains definitions for the technologies.
  • The reference field in the tables below indicates the table and column the entry is linked to.
  • This information is taken from the CIV5AICityStrategies.xml file itself.

Entries in this file define the attributes of various AI City Strategies. Entries can be completely removed safely, but be careful when changing values, as this can result in unexpected AI behavior. Defines which also help shape use of AI City Strategies are located in the GlobalAIDefines.xml file inside the XML\AI\ directory. Flavors determine which Units, Buildings, Wonders, etc. a City wants to obtain. WeightThreshold is used in the AI code to determine if this City Strategy should be adopted - note that it's used in a different way by each City Strategy. PersonalityFlavorThresholdMods change the liklihood of a City Strategy being adopted based on the AI player's intrinsic Flavors. As with WeightThreshold, the use of the PersonalityFlavorMod values isn't consistent across all City Strategies. For more information on how these City Strategies work, reference CvCityStrategyAI.cpp in the GameCoreDLL project.

AICityStrategies

  • CIV5Technologies contains the definitions of the Technologies referenced in this table.
AICityStrategies Table
Name Type Reference Default Notes
ID integer Primary Key,Autoincrement
Type text Not Null,Unique
CheckTriggerTurnCount integer
MinimumNumTurnsExecuted integer
WeightThreshold integer 0
NoMinorCivs boolean false
Permanent boolean false
TechPrereq text Technologies(Type) NULL
TechObsolete text Technologies(Type) NULL
Advisor text
AdvisorCounsel text
AdvisorCounselImportance integer 1

AICityStrategy_Flavors

  • CIV5Flavors contains the definitions of the Flavors referenced in this table.
AICityStrategy_Flavors Table
Name Type Reference
AICityStrategyType text AICityStrategies(Type)
FlavorType text Flavors(Type)
Flavor integer

AICityStrategy_PersonalityFlavorThresholdMods

  • CIV5Flavors contains the definitions of the Flavors referenced in this table.
AICityStrategy_PersonalityFlavorThresholdMods Table
Name Type Reference
AICityStrategyType text AICityStrategies(Type)
FlavorType text Flavors(Type)
Flavor integer


GlobalDefines

AI:

CIV5AICityStrategiesCIV5AIEconomicStrategiesCIV5AIGrandStrategiesCIV5AIMilitaryStrategiesCIV5CitySpecializationsCIV5TacticalMovesGlobalAIDefinesGlobalDiplomacyAIDefines

BasicInfos:

CIV5AttitudesCIV5CalendarsCIV5CitySizesCIV5ConceptsCIV5ContactsCIV5DenialInfosCIV5DomainsCIV5InvisibleInfosCIV5MajorCivApproachTypesCIV5MemoryInfosCIV5MinorCivApproachTypesCIV5MinorCivTraitsCIV5MonthsCIV5SeasonsCIV5UnitAIInfosCIV5UnitCombatInfos

Buildings; Civilizations; Diplomacy:

CIV5BuildingClassesCIV5BuildingsCIV5CivilizationsCIV5MinorCivilizationsCIV5RegionsCIV5TraitsCIV5Diplomacy_Responses

GameInfo:

CIV5ArtStyleTypesCIV5ClimatesCIV5CultureLevelsCIV5CursorsCIV5EmphasizeInfosCIV5ErasCIV5FlavorsCIV5GameOptionsCIV5GameSpeedsCIV5GoodyHutsCIV5HandicapInfosCIV5HurryInfosCIV5IconFontMappingCIV5IconTextureAtlasesCIV5MultiplayerOptionsCIV5PlayerOptionsCIV5PoliciesCIV5PolicyBranchTypesCIV5ProcessesCIV5ProjectsCIV5SeaLevelsCIV5SmallAwardsCIV5SpecialistsCIV5TradesCIV5TurnTimersCIV5VictoriesCIV5VotesCIV5VoteSourcesCIV5Worlds

Interface; Leaders; Misc; NewText; Technologies; Terrain:

CIV5ColorsCIV5InterfaceModesCIV5PlayerColorsCIV5LeaderTablesCIV5RoutesNotificationsText FilesCIV5TechnologiesCIV5FeaturesCIV5ImprovementsCIV5ResourceClassesCIV5ResourcesCIV5TerrainsCIV5Yields

Units:

CIV5AnimationCategoriesCIV5AnimationPathsCIV5AutomatesCIV5BuildsCIV5CommandsCIV5ControlsCIV5EntityEventsCIV5MissionsCIV5MultiUnitFormationsCIV5SpecialUnitsCIV5UnitClassesCIV5UnitMovementRatesCIV5UnitPromotionsCIV5Units