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编辑“
AI 性格
”(章节)
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== Behavior == {{SVersion|3.3}} AI behavior can be broken down into ''characteristics'' and ''behavior modifiers'': === Characteristics === Characteristics determine whether an empire will take certain actions or not: * Attack neutrals - Attacks neutral entities (Tiyanki, Nomads, Enclaves, Caravaneers and the Infinity Machine) * Conqueror – Uses the ''Claim'' Wargoal during offensive or defensive wars * Displacer - Uses the ''Displacement'' Purge policy against xeno pops and does not accept refugees * Dominator – Invades pre-FTL civilizations * Infiltrator – Uses the ''Covert Infiltration'' Observation mission when dealing with pre-FTL civilizations * Isolationist - Always keeps borders closed and does not accept refugees * Liberator – Uses the ''Liberation'' Wargoal during offensive or defensive wars * Multispecies – Gives all species ''Full Citizenship'' rights * Opportunist – Is likely to attack another empire if that empire is fighting a war * Propagator - Aggressiveness changes to 10 when it can't expand * Purger – Purges xeno pops * Robot exploiter – Uses the ''Servitude'' Artificial Intelligence policy * Robot liberator – Uses the ''Citizen Rights'' Artificial Intelligence policy * Slaver – Enslaves aliens * Subjugator – Adopts the Domination tradition tree early and uses the ''Subjugation'' Wargoal during offensive or defensive wars * Uplifter – Uplifts pre-sapients and technologically enlightens pre-FTL civilizations that reached at least Steam Age === Behavior modifiers === Behavior modifiers indicate the modification of certain common actions happening as compared to a generalized norm ('''1.0x'''). * Aggressiveness – Affects the chance of declaring wars against empires they hold negative Attitude towards. Can be lowered or increased by the ''AI Aggressiveness'' game setting. * Border friction – Affects how much negative Opinion Border Friction generates. * Bravery - Affects how willing the empire is to declare rivalry or go to war with someone stronger. List below shows required relative power of the empire with the personality compared to potential targets. * Colony spending – Affects how many resources the empire will spend in setting up new colonies. * Combat bravery - Affects the chance of retreating from battle. At '''1.0''' they will attempt to retreat from an engagement after losing 50% of their fleet. * Military spending – Affects how many resources the empire will spend on its fleets and armies. * Threat concern – Affects how much negative Opinion Threat generates. * Trade willingness – At '''1.0''' willingness the empire will accept a deal that is equally good for both sides. Lower values mean the empire will only accept deals shifted in its favor. === Ships === These preferences determine how an empire designs its ships. They are ignored if the AI is facing an enemy heavily focused on a certain type of weapon or defense. * Weapon preference - Preferred weapon type the AI personality will use on its ships. * Hull ratio - Amount of utility slots used for hull boosters on ships. * Armor ratio - Amount of utility slots used for armor on ships. * Shields ratio - Amount of utility slots used for shields on ships. As an example, an empire with '''0.5x''' Shield ratio and '''0.5x''' Armor ratio will design ships where the Utility slots will contain '''50%''' Shield and '''50%''' Armor components.
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