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=== AI === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |TERRAFORM_SAVE_CREDITS |AI wants to have at least this much energy over after starting a terraforming |2000 |- |EXPANSION_MIN_PLANETS |AI will normally not place frontier outposts until it has this many planets |3 |- |EXTRADIMENSIONAL_MIN_FLEETS |At less fleets than this, extradimensionals pull back to the portal |3 |- |AI_NO_RETREAT_LIMIT |At fewer owner/controlled planets than this, the AI will fight to the death in their home systems |3 |- |CRISIS_THREAT_THRESHOLD_UPPER |At this crisis threat, AI drops other priorities and focuses on fighting the crisis |100 |- |CRISIS_THREAT_THRESHOLD_LOWER |Below this threshold, AI stops focusing on crisis fighting |10 |- |CRISIS_MILITARY_POWER_MULT_DEFAULT |AI willing to engage crisis factions at these odds normally |1.5 |- |CRISIS_MILITARY_POWER_MULT_CRISIS_FIGHTER |AI willing to engage crisis factions at these odds if they prioritize crisis fighting |0.6 |- |CRISIS_MILITARY_POWER_MULT_INHABITED_SYSTEM |AI willing to engage crisis factions at these odds in systems of others under attack by crisis |0.4 |- |CRISIS_MILITARY_POWER_MULT_OWN_SYSTEM |AI willing to engage crisis factions at these odds in their own systems |0.33 |- |CRISIS_MILITARY_POWER_MULT_DESPERATION |AI willing to engage crisis factions at these odds when down to their last few worlds |0.10 |- |BOSS_MILITARY_POWER |The military power at which AI feels safe to engage a 'boss' creature |40000 |- |FALLEN_EMPIRE_AVOID_DISTANCE | |100 |- |WAS_HUMAN_MONTHS |Amount of months that the AI will refrain from making large changes to the empire if it's taking over from a player |60 |- |MAX_SHIPS_BUILD_PER_WEEK | |10 |- |MAX_SHIPS_DISBAND_PER_WEEK | |5 |- |MIN_FLEET_FOR_OFFENSIVE | |2000 |- |MIN_GIFT_SIZE |in opinion impact |25 |- |MAX_GIFT_SIZE | |50 |- |AI_TRADE_INTERVAL |the higher this is the less often the AI will offer trades |5000 |- |MAX_TRUST |trust can never be more than this |100 |- |MAX_TRUST_DEFENSIVE_PACT |trust can tick up to this if defensive pact |100 |- |MAX_TRUST_ASSOCIATE |trust can tick up to this if federation associate |100 |- |MAX_TRUST_NAP |trust can tick up to this if non-aggression pact |75 |- |MAX_TRUST_MIN |trust can always tick up to at least this |50 |- |BASE_TRUST_CHANGE |only applied if no other factor is changing trust | -0.25 |- |MONTHLY_TRUST_GUARANTEE | |0.25 |- |MONTHLY_TRUST_RESEARCH_TREATY | |0.10 |- |MONTHLY_TRUST_MIGRATION_TREATY | |0.25 |- |MONTHLY_TRUST_NON_AGGRESSION_PACT | |0.50 |- |MONTHLY_TRUST_ASSOCIATION_STATUS | |0.50 |- |MONTHLY_TRUST_DEFENSIVE_PACT | |0.75 |- |MONTHLY_TRUST_SUBJECT | |0.25 |- |MONTHLY_TRUST_FEDERATION | |1.00 |- |MONTHLY_TRUST_AT_WAR | | -2.00 |- |MONTHLY_TRUST_RIVAL | | -2.00 |- |WARLEADER_WARGOAL_FACTOR |AI is this much more likely to pick wargoals against the enemy war leader instead of their allies |1.5 |- |DEFICIT_SPENDING_START_WAR |If at war and energy is at this fraction of max storage deficit spend energy |0.25 |- |DEFICIT_SPENDING_START_PEACE |If at peace and energy is at this fraction of max storage deficit spend energy |0.75 |- |DEFICIT_SPENDING_STOP_WAR |If at war and energy is at this fraction of max storage stop deficit spending |0.1 |- |DEFICIT_SPENDING_STOP_PEACE |If at peace and energy is at this fraction of max storage stop deficit spending |0.5 |- |DEFICIT_SPENDING_MONTHLY_PEACE |This percentage of max storage should be deficit spent each month when at peace |0.003 |- |DEFICIT_SPENDING_MONTHLY_WAR |This percentage of max storage should be deficit spent each month when at war |0.005 |- |BROKEN_TRADE_DEAL_FACTOR |How much does broken trade deal affect opinion (based on value of deal) |0.5 |- |THREAT_PLANET_MULT |Base threat multiplier for planet |7.5 |- |THREAT_POP_MULT |Base threat multiplier for pop |0.15 |- |HIGH_THREAT_THRESHOLD |Must have at least this much threat to become fearful |50 |- |SHARED_THREAT_MULT |How much does having a shared threat boost opinion? |0.5 |- |THREAT_SHARED_THREAT_REDUCTION |Each point of threat will also eliminate this much shared threat |4 |- |SHARED_THREAT_MAX | |200 |- |THREAT_DECAY |Each month | -0.25 |- |THREAT_DISTANCE_FACTOR |The higher this is the larger the threat reduction from being far away |0.01 |- |THREAT_SIZE_FACTOR |How much does the relative power of the aggressive empire affect threat? |1.0 |- |THREAT_SIZE_FACTOR_MAX | |2.0 |- |THREAT_SIZE_FACTOR_MIN | |0.1 |- |THREAT_NAP_FACTOR |How much is threat lowered if we have a NAP or defensive pact? |0.5 |- |THREAT_POSITIVE_OPINION_FACTOR |How much does opinion of the victim affect threat? |0.002 |- |THREAT_NEGATIVE_OPINION_FACTOR | |0.002 |- |THREAT_OPINION_MAX | |1.25 |- |THREAT_OPINION_MIN | |0.75 |- |COLONIZE_NON_ADJACENT_DIV |If colony is far away divide priority to colonize it by this |3 |- |AI_AGGRESSIVENESS_LOW_MULT | |0.5 |- |AI_AGGRESSIVENESS_HIGH_MULT | |2.0 |- |AI_AGGRESSIVENESS_BASE |Base chance AI will declare a war (multiplied by personality aggressiveness score) |25 |- |AI_AGGRESSIVENESS_PROPAGATOR_BOXED_IN_MULT |When a warlike 'propagator' personality is boxed in aggression is multiplied by this value |10 |- |AI_AGGRESSIVENESS_BOXED_IN_MULT |When an AI can no longer peacefully expand aggression is multiplied by this value |4 |- |AI_AGGRESSIVENESS_NO_COLONY_TARGET_MULT |When an AI has no immediate colony targets and at least MAX_PLANETS_FOR_BUDGET_FACTOR planets (but is not boxed in) aggression is multiplied by this value |2 |- |MAX_RESOURCE_SCORE |Maximum amount AI will value a resource at |1000 |- |MAX_RESOURCE_SCORE_DIV |Resources that aren't critical prio are divided by this amount |100 |- |ACTION_MIN_DAYS_REJECTED |AI will remember a rejection at least this time |10000 |- |ACTION_DAYS_REJECTED_RANDOM |Max random extra days AI will reject offer |5000 |- |ACTION_MIN_DAYS_REJECTED_PEACE |AI will remember a peace deal rejection at least this time |360 |- |ACTION_DAYS_REJECTED_RANDOM_PEACE |Max random extra days AI will reject peace offer |360 |- |INSTANT_AI_DIPLOMACY |AI answers diplomacy immediately. No proposals are sent off to AIs. |0 |- |DIPLO_BREAK_THRESHOLD |If AI values an existing deal at less than this break it | -30 |- |ACCEPTANCE_DEAL_BREAKER |This is used when something is a deal breaker in diplomacy | -1000 |- |ACCEPTANCE_DEAL_ALWAYS |This is used when the AI should always accept a deal |1000 |- |MAX_GUARANTEES | |3 |- |FEDERATION_ACCEPTANCE_CRISIS_FACTOR | |30 |- |FEDERATION_ACCEPTANCE_OPINION_FACTOR | |0.1 |- |FEDERATION_ACCEPTANCE_VOTED_DOWN_PROPOSAL | | -50 |- |FEDERATION_ACCEPTANCE_ATTITUDE_ALLIANCE | |30 |- |FEDERATION_ACCEPTANCE_ATTITUDE_COEXIST | |0 |- |FEDERATION_ACCEPTANCE_OTHER_ATTITUDE | | -50 |- |FEDERATION_ACCEPTANCE_SHARED_RIVAL |per rival |10 |- |FEDERATION_ACCEPTANCE_SHARED_RIVAL_IN_FEDERATION |extra per rival in alliance |5 |- |FEDERATION_ACCEPTANCE_SHARED_THREAT |scales with actual threat |0.25 |- |FEDERATION_CONQUEROR_DIFFERENCE |penalty if one side wants to wage wars of conquest and the other doesn't | -50 |- |FEDERATION_CONQUEROR_POLICY_FLAG | |"unrestricted_wars" |- |FEDERATION_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR |For each 1x we are stronger than them |5 |- |FEDERATION_ACCEPTANCE_RELATIVE_STRENGTH_MAX | |20 |- |FEDERATION_ACCEPTANCE_MEMBER_VOTE |added to acceptance when a member is voting whether to approve an alliance invite |50 |- |FEDERATION_ACCEPTANCE_MEMBER_VOTE_SIZE_FACTOR |for each member above two |0 |- |FEDERATION_ACCEPTANCE_MEMBER_VOTE_MIN | |50 |- |FEDERATION_ACCEPTANCE_ASSOCIATION_VOTE | |100 |- |FEDERATION_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.1 |- |DEFENSIVE_PACT_ACCEPTANCE_OPINION_FACTOR | |0.2 |- |DEFENSIVE_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | |50 |- |DEFENSIVE_PACT_ACCEPTANCE_ATTITUDE_COEXIST | |20 |- |DEFENSIVE_PACT_ACCEPTANCE_OTHER_ATTITUDE | | -50 |- |DEFENSIVE_PACT_ACCEPTANCE_NUM_PACTS |per existing defensive pact | -50 |- |DEFENSIVE_PACT_ACCEPTANCE_SHARED_RIVAL |per rival |30 |- |DEFENSIVE_PACT_ACCEPTANCE_SHARED_ALLY |per shared ally |30 |- |DEFENSIVE_PACT_ACCEPTANCE_SHARED_THREAT |scales with actual threat |0.25 |- |DEFENSIVE_PACT_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR |For each 1x we are stronger than them |5 |- |DEFENSIVE_PACT_ACCEPTANCE_RELATIVE_STRENGTH_MAX | |20 |- |DEFENSIVE_PACT_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.1 |- |NON_AGGRESSION_PACT_ACCEPTANCE_OPINION_FACTOR | |0.2 |- |NON_AGGRESSION_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | |100 |- |NON_AGGRESSION_PACT_ACCEPTANCE_ATTITUDE_COEXIST | |100 |- |NON_AGGRESSION_PACT_ACCEPTANCE_OTHER_ATTITUDE | |0 |- |NON_AGGRESSION_PACT_ACCEPTANCE_SHARED_RIVAL |per rival |50 |- |NON_AGGRESSION_PACT_ACCEPTANCE_SHARED_THREAT |scales with actual threat |0.25 |- |NON_AGGRESSION_PACT_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR |For each 1x we are stronger than them |20 |- |NON_AGGRESSION_PACT_ACCEPTANCE_RELATIVE_STRENGTH_MAX | |100 |- |NON_AGGRESSION_PACT_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.1 |- |MIGRATION_PACT_ACCEPTANCE_OPINION_FACTOR | |0.5 |- |MIGRATION_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | |10 |- |MIGRATION_PACT_ACCEPTANCE_ATTITUDE_COEXIST | |0 |- |MIGRATION_PACT_ACCEPTANCE_THREAT_MULT |scales with actual threat | -0.5 |- |MIGRATION_PACT_ACCEPTANCE_OTHER_ATTITUDE | |0 |- |MIGRATION_PACT_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.05 |- |VASSALIZATION_ACCEPTANCE_PROTECTORATE_MULT |multiplied by number of techs potential overlord is ahead in |0.1 |- |VASSALIZATION_ACCEPTANCE_PROTECTORATE_MAX | |20 |- |VASSALIZATION_ACCEPTANCE_NUM_POPS |per pop | -0.5 |- |VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MIN | |1.5 |- |VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MULT |for each 1x over min |5 |- |VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MAX | |100 |- |VASSALIZATION_ACCEPTANCE_ATTITUDE_ALLIANCE | |10 |- |VASSALIZATION_ACCEPTANCE_ATTITUDE_COEXIST | |5 |- |VASSALIZATION_ACCEPTANCE_ATTITUDE_ATTACK | | -1000 |- |VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE | | -100 |- |VASSALIZATION_ACCEPTANCE_OTHER_THREAT_MULT | |0.2 |- |VASSALIZATION_ACCEPTANCE_OTHER_THREAT_MAX | |20 |- |VASSALIZATION_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.5 |- |OFFER_VASSALIZATION_ACCEPTANCE_ATTITUDE_VASSALIZE | |100 |- |OFFER_VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE | | -1000 |- |OFFER_TRADE_ACCEPTANCE_ATTITUDE_FACTOR |trade willingness reduced by this much if don't have an attitude amenable to trade |-0.3 |- |OFFER_TRADE_ACCEPTANCE_ATTITUDE |if attitude is trade = no | -1000 |- |OFFER_TRADE_MIN_RESOURCE_THRESHOLD |if ai want for an accumulative resource is at least max * this it won't trade away that resource |0.8 |- |OFFER_TRADE_MIN_UNKNOWN_SYSTEMS_FOR_CHARTS |if either side would get knowledge of less systems than this don't propose trading charts |10 |- |TRADE_MAX_RESOURCE_PERCENT | |0.3 |- |TRADE_MIN_RESOURCE_DELTA | |10 |- |TRADE_MIN_RESOURCE_STOCKPILE | |500 |- |TRADE_RESOURCE_STOCKPILE_UNDER |AI will want to trade one resource for another if stockpile is this low (fraction of max storage) |0.33 |- |TRADE_RESOURCE_STOCKPILE_OVER |AI will want to trade one resource for another if stockpile is over this (fraction of max storage) |0.75 |- |TRADE_RESOURCE_FRACTION_MIN |How much of stockpile AI should offer to trade (min) |0.1 |- |TRADE_RESOURCE_FRACTION_MAX |How much of stockpile AI should offer to trade (max) |0.2 |- |MIN_WILLINGNESS_TO_OFFER_TRADE |AIs with a personality whose trade willingness is below this will not offer trades |0.75 |- |CAPITAL_RESOURCE_IMPORTANCE |How important is it for the AI to place its colonial capital on suitable resources? |4 |- |CAPITAL_WRONG_RESOURCE_IMPORTANCE |How important is it for the AI to avoid placing its colonial capital on non-suitable resources? |2 |- |CAPITAL_STRATEGIC_RESOURCE_IMPORTANCE |How important is it for the AI to not put its capital on strategic resources? |20 |- |CAPITAL_ADJACENCY_IMPORTANCE |How important is it for the AI to place the capital so that it has numerous adjacent tiles |5 |- |CAPITAL_ADJACENCY_BLOCKER_IMPORTANCE |How important is it for the AI to place the capital so that it isn't surrounded by tile blockers |1 |- |TRADE_VALUE_RESOURCE_INCOME_BASE |used for calculating resource income effect (lower = more value reduction from higher income) |50 |- |TRADE_VALUE_RESOURCE |for minerals and energy (scaled by income & need) |2 |- |TRADE_VALUE_RESOURCE_MONTHLY_MULT |value of monthly resources is multiplied by this compared to lump-sum |0.5 |- |TRADE_VALUE_STRATEGIC_RESOURCE |for 1 strategic resource (per year) |1 |- |TRADE_VALUE_SYSTEM | |5 |- |TRADE_VALUE_COLONY |Per pop |0.2 |- |TRADE_VALUE_SENSOR_CHARTS |Per unsurveyed planet |0.02 |- |TRADE_VALUE_SENSOR_CHARTS_MAX | |4 |- |TRADE_VALUE_SENSOR_LINK |Per system within their borders |0.05 |- |TRADE_VALUE_SENSOR_LINK_MAX |Multiplied by treaty years |1.0 |- |TRADE_VALUE_NON_AGGRESSION_PACT |Multiplied by relative power |1 |- |TRADE_VALUE_NON_AGGRESSION_PACT_MAX |Multiplied by treaty years |5 |- |TRADE_VALUE_GUARANTEE |Multiplied by relative power |1 |- |TRADE_VALUE_GUARANTEE_MAX |Multiplied by treaty years |5 |- |TRADE_VALUE_SUPPORT_INDEPENDENCE |Multiplied by relative power |1 |- |TRADE_VALUE_SUPPORT_INDEPENDENCE_MAX |Multiplied by treaty years |5 |- |TRADE_VALUE_WORMHOLE_ACCESS |Per system within their borders |0.1 |- |TRADE_VALUE_WORMHOLE_ACCESS_MAX |Multiplied by treaty years |1 |- |TRADE_VALUE_MIGRATION_ACCESS |Per planet they own |0.1 |- |TRADE_VALUE_MIGRATION_ACCESS_MAX |Multiplied by treaty years |1 |- |TRADE_VALUE_RESEARCH_AGREEMENT |Per tech they have that we don't |0.1 |- |TRADE_VALUE_RESEARCH_AGREEMENT_MAX |Multiplied by treaty years |5 |- |NON_MINED_RESOURCES_ENERGY_WANT_FACTOR |If 100% of AI's resources in space are unmined increase desire for energy by this |1 |- |AI_BUDGETING_START_YEARS |These variables are used for some of the AI's budgeting to ensure it prioritizes the right things early on |15 |- |AI_BUDGETING_MID_YEARS | |30 |- |AI_BUDGETING_LATE_YEARS | |50 |- |BASE_BUILDING_BUDGET |Always reserve this much energy budget for buildings before giving budget anywhere else |5 |- |BASE_STATION_BUDGET |Always reserve this much energy budget for stations before giving budget anywhere else |5 |- |BASE_ROBOT_BUDGET |In a robot/machine country always reserve this much energy budget for robots/machines before giving budget anywhere else |5 |- |BASE_ARMY_BUDGET |Per planet over 1 |1 |- |MILITARY_STATION_BUDGET_FRACTION |AI will spend this fraction of their income on military stations |0.05 |- |SAVINGS_BUDGET_FRACTION |AI will spend this fraction of their income on savings (normally not needed as fleets in dock will result in energy surplus) |0.00 |- |ARMY_BUDGET_FRACTION |AI will spend this fraction of their income on armies |0.05 |- |NAVY_BUDGET_FRACTION |AI will spend this fraction of their income on ships |0.15 |- |STATION_BUDGET_FRACTION |AI will spend this fraction of their income on stations |0.25 |- |BUILDING_BUDGET_FRACTION |AI will spend this fraction of their income on buildings |0.40 |- |ROBOT_BUDGET_FRACTION |AI will spend this fraction of their income on robots (transfered to stations & buildings if they don't use robots) |0.10 |- |DANGER_BUDGET_FACTOR |When there are potential dangers increase navy budget by this amount |0.1 |- |SHIPSIZE_BUDGET_FACTOR |For each ship size unlocked increase navy budget by this amount |0.025 |- |NAVAL_CAPACITY_BUDGET_MAX |At this naval capacity AI puts max budget into ships |100 |- |PLANET_BUDGET_FACTOR |When AI has few planets it will decrease building/mil station budget by this and put it into colonies/stations instead |0.20 |- |MAX_PLANETS_FOR_BUDGET_FACTOR |At this amount of planets budget is normalized |5 |- |MINERAL_MILITARY_STATION_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on military stations |0.04 |- |MINERAL_NAVY_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on ships |0.14 |- |MINERAL_STATION_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on stations (used for spaceport instead when it needs a new spaceport) |0.19 |- |MINERAL_BUILDING_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on buildings (used for spaceport instead when it needs a new spaceport) |0.24 |- |MINERAL_SPACEPORT_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on spaceport modules |0.04 |- |MINERAL_COLONY_BUDGET_FRACTION | |0.14 |- |MINERAL_ARMY_BUDGET_FRACTION |AI will spend this fraction on armies |0.04 |- |MINERAL_TILE_BLOCKER_BUDGET_FRACTION |AI will spend this fraction on tile blockers |0.04 |- |MINERAL_ROBOT_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on robots (transfered to buildings if they don't use robots) |0.09 |- |MINERAL_MEGASTRUCTURE_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on megastructures (taken from stations & buildings) |0.09 |- |ROBOT_EMPIRE_EXTRA_ROBOT_BUDGET |If the empire is a machine/synthetic empire, this amount of all other budget is transfered into constructing robot pops |0.33 |- |DISBAND_THRESHOLD |If budget does not cover at least this fraction of the navy maintenance disband ships & stations |0.8 |- |MIN_NAVY_BUDGET |Always add this amount to the navy budget so we can have at least a few ships |4 |- |MIN_ARMY_BUDGET |Always add this amount to the army budget so we can have at least a few armies |2 |- |ABS_MAX_MINERALS_STORED_MILITARY_STATIONS |Max regardless of cap multiplier |2000 |- |MAX_MINERALS_STORED_MILITARY_STATIONS |Minerals AI will store for mil stations when it needs more |1000 |- |MIN_MINERALS_STORED_MILITARY_STATIONS |Minerals AI will store for mil stations when it does not need more |100 |- |ABS_MAX_MINERALS_STORED_NAVY |Max regardless of cap multiplier |5000 |- |MAX_MINERALS_STORED_NAVY |Minerals AI will store for navy when it needs more |1000 |- |MIN_MINERALS_STORED_NAVY |Minerals AI will store for navy when it does not need more |0 |- |ABS_MAX_MINERALS_STORED_BUILDINGS |Max regardless of cap multiplier |2000 |- |MAX_MINERALS_STORED_BUILDINGS |Minerals AI will store for buildings when it needs more |1000 |- |MIN_MINERALS_STORED_BUILDINGS |Minerals AI will store for buildings when it does not need more |250 |- |ABS_MAX_MINERALS_STORED_STATIONS |Max regardless of cap multiplier |1000 |- |MAX_MINERALS_STORED_STATIONS |Minerals AI will store for stations when it needs more |200 |- |MIN_MINERALS_STORED_STATIONS |Minerals AI will store for stations when it does not need more |100 |- |ABS_MAX_MINERALS_STORED_SPACEPORT |Max regardless of cap multiplier |1000 |- |MAX_MINERALS_STORED_SPACEPORT |Minerals AI will store for spaceport when it needs more |500 |- |MIN_MINERALS_STORED_SPACEPORT |Minerals AI will store for spaceport when it does not need more |250 |- |ABS_MAX_MINERALS_STORED_COLONIES |Max regardless of cap multiplier |600 |- |MAX_MINERALS_STORED_COLONIES |Minerals AI will store for colonies when it needs more |400 |- |MIN_MINERALS_STORED_COLONIES |Minerals AI will store for colonies when it does not need more |200 |- |ABS_MAX_MINERALS_STORED_ARMIES |Max regardless of cap multiplier |250 |- |MAX_MINERALS_STORED_ARMIES |Minerals AI will store for armies when it needs more |200 |- |MIN_MINERALS_STORED_ARMIES |Minerals AI will store for armies when it does not need more |100 |- |ABS_MAX_MINERALS_STORED_TILE_BLOCKERS |Max regardless of cap multiplier |200 |- |MAX_MINERALS_STORED_TILE_BLOCKERS |Minerals AI will store for tile blockers when it needs more |100 |- |MIN_MINERALS_STORED_TILE_BLOCKERS |Minerals AI will store for tile blockers when it does not need more |0 |- |ABS_MAX_MINERALS_STORED_ROBOTS |Max regardless of cap multiplier |200 |- |MAX_MINERALS_STORED_ROBOTS |Minerals AI will store for robots when it needs more |200 |- |MIN_MINERALS_STORED_ROBOTS |Minerals AI will store for robots when it does not need more |0 |- |MINERALS_STORED_MEGASTRUCTURES |Max minerals AI will store for megastructures if it can build them |50000 |- |AI_DESIRED_NAVY_MINERALS_AT_WAR |AI wants at least this many minerals for ships while at war |500 |- |AI_DESIRED_ARMY_MINERALS_AT_WAR |AI wants at least this many minerals for armies while at war |100 |- |MAX_STORED_ENERGY_POST |AI will store maximum this amount for each energy budget post |500 |- |MAX_MINERALS_STORED_SECTOR_POST |Minerals AI will store for each budget post in sectors |1300 |- |MAX_MINERALS_STORED_SECTOR_POST_BUILDINGS |Minerals AI will store for buildings |1000 |- |MAX_MINERALS_SPENT_ON_NAVY |Spend no more than this fraction of mineral income on navy maintenance |0.50 |- |EXPECTED_UNITY_BASE |AI expects to make this base amount in unity |10 |- |EXPECTED_UNITY_PER_POP |AI expects to make about their num pops x this in unity |0.25 |- |EXPECTED_FOOD_BASE |AI expects to produce this much food surplus |8 |- |EXPECTED_FOOD_PER_GROWING_PLANET |AI expects to make about their num planets needing food x this in food surplus |10 |- |EXPECTED_MINERALS_BASE |AI expects to make this base amount in minerals |50 |- |EXPECTED_MINERALS_PER_POP |AI expects to make about their num pops x this in minerals |1.25 |- |EXPECTED_TECH_BASE |AI expects to make this base amount in tech |10 |- |EXPECTED_TECH_PER_POP |AI expects to make about their num pops x this in tech |0.5 |- |EXPECTED_ENERGY_BASE |AI expects to make this base amount in energy |40 |- |EXPECTED_ENERGY_PER_POP |AI expects to make about their num pops x this in energy |1 |- |EXPECTED_ENERGY_SURPLUS |AI wants a surplus of least this amount in monthly energy production (temporary spending such as colonies does not count) |3 |- |EXPECTED_SECTOR_ENERGY_SURPLUS |As above but for sectors |3 |- |EXPECTED_SECTOR_MINERAL_SURPLUS |As above but for sectors |20 |- |AI_SECTOR_ENERGY_BOOST_THRESHOLD | |100 |- |AI_SECTOR_MINERAL_BOOST_THRESHOLD | |500 |- |RESOURCES_FOR_HIGH_SECTOR_SHARE |At this number of stockpiled resources raise sector tax to 75% (0 = never use) |2000 |- |MIN_RESOURCES_TO_BUILD_ORBITAL_STATION |If a planet has less than this amount of minerals/research don't bother with a mining/research station here |2 |- |ENERGY_COLONY_BUDGET_FRACTION |AI will spend this fraction of their energy on new colonies |0.40 |- |ENERGY_TILE_BLOCKER_BUDGET_FRACTION |AI will spend this fraction of their energy on tile blockers |0.30 |- |ENERGY_ROBOT_BUDGET_FRACTION |AI will spend this fraction of their energy on robots (transfered to colonies if no robots) |0.0 |- |ENERGY_SAVINGS_BUDGET_FRACTION |AI will spend this fraction of their energy on savings |0.30 |- |MAX_ARMY_MAINTENANCE |AI will not spend more than this amount on assault armies |20 |- |EXPAND_NAVY_LIMIT_FACTOR |If the AI Navy maintenance is this much bigger than the opponents navy will not be expanded |4 |- |CONSTRUCTOR_SHIPS_MUL |Number of constructor ships of AI is the number of planets times this value |0.04 |- |THRESHOLD_DISBAND_SHIPS |AI will disband ships if wanted + this value < owned |3 |- |COLONIZER_SHIPS_MAX |Maximum number of colonizer ships of AI |1 |- |RESEARCH_SHIPS_MAX |Maximum number of research ships of AI |2 |- |CONSTRUCTOR_SHIPS_MAX |Maximum number of constructor ships of AI |4 |- |MIN_NAVY_SIZE_FOR_ADMIRAL |AI wants a navy of at least this fleetsize before buying an admiral |10 |- |LEADER_FRACTION_SCIENTIST |Fraction of AI Leaders that should be scientists |0.6 |- |LEADER_FRACTION_ADMIRAL |Fraction of admirals |0.1 |- |LEADER_FRACTION_GENERAL |Fraction of generals |0.1 |- |LEADER_FRACTION_GOVERNOR |Fraction of governor |0.2 |- |LEADER_FRACTION_CHANGE_CAP |Leader cap > this will decrease scientist fraction and increase other |11 |- |ABORT_MISSION_LIMIT |MilitaryPower fraction below this level will result in AI escaping battle |0.50 |- |PEACE_MIN_WARSCORE_TO_DEMAND | |20 |- |PEACE_LENGTH_OF_WAR_MONTHS | |120 |- |PEACE_LENGTH_OF_WAR_UNDER_FACTOR | | -0.4 |- |PEACE_LENGTH_OF_WAR_OVER_FACTOR | |0.2 |- |PEACE_RELATIVE_NAVY_STRENGTH_FACTOR | |20 |- |PEACE_OTHER_WARS_FACTOR | |10 |- |PEACE_ANNEXATION_FACTOR | | -30 |- |PEACE_MAJOR_WAR_FACTOR | | -30 |- |PEACE_PURIFIER_FACTOR |AI will be less willing to surrender to fanatical purifiers | -30 |- |MILITARY_STATION_DISTANCE |Distance from planet to where military station should be built |40.0 |- |MILITARY_STATION_ANGLE_MAX |A random value between 0 and the angle max is added to the angle of where the military station is built |3 |- |MILITARY_STATION_DISTANCE_RANDOM |Random distance from the military station distance where it can be built |4 |- |TECH_NEED_MULT_VALUE |Tech need value will multiplied by this value e.g. when certain diplomacy techs are needed |10 |- |MIN_WANTED_SCIENTISTS |Below this AI prioritizes influence spending to get more scientists |4 |- |INFLUENCE_FRACTION_LEADERS |Fraction of AI Influence that goes to recruiting leaders |0.35 |- |INFLUENCE_FRACTION_EDICTS |Fraction of AI Influence that goes to edicts |0.20 |- |INFLUENCE_FRACTION_SAVINGS |Fraction of AI influence that is saved |0.25 |- |INFLUENCE_FRACTION_RESETTLEMENT |Fraction of AI influence that is used for resettlement |0.10 |- |INFLUENCE_MAX_STORED_PER_POST |Max stored in any single influence budget post |200 |- |INFLUENCE_BUDGET_STATIONS |Fraction of monthly influence that is used on stations (frontier outposts) |0.40 |- |INFLUENCE_BUDGET_EDICTS |Fraction of monthly influence that is used on edicts |0.25 |- |INFLUENCE_BUDGET_SAVINGS |# Fraction of monthly influence that is saved |0.35 |- |THREAT_TRUCE_MONTHS |AI will not consider the opponent a threat if this many months are left on a truce |12 |- |FLEET_BALANCE_THREAT |If FleetPower of AI / FleetPower of Enemy is lower than this AI will consider the country a threat |0.5 |- |ENERGY_MONTHS_FACTOR_WAR |Energy are supposed to last this many months when used to buy new ships in war |12 |- |ENEMY_FLEET_POWER_MULT |AI will need the the fleet power of the enemy multiplied by this value to become offensive in an offensive war |1.2 |- |ENEMY_ARMY_POWER_MULT |AI will need the the military power of the enemy multiplied by this value to land armies on planet |1.5 |- |ENEMY_NEUTRALS_FLEET_POWER_MULT |AI will need the the fleet power of the enemy multiplied by this value to attack neutrals and space hostiles |2 |- |ENEMY_FLEET_POWER_HOME_SYSTEM_MULT |AI will need the fleet power of the enemy multiplied by this value to attack hostiles in own systems |1.0 |- |PRIO_BASE_FRACTION |Prio base fraction for example if prio is assault arsenal fraction will be set to this value (When at war any NEW ships built will create fleets that are 25% of the arsenal fleet size (IE: size 50). If a target is selected that is too large for these new war fleets then the AI will merge them together into a larger fleet to hunt down the target.) |0.80 |- |START_WEAPON_TECH_AREA_MULT |Weapons within the same tech area as the start weapon will be weighted (multiplied) by this value when deciding tech strategies |2 |- |FRACTION_PERSONALITY_MULT |Techs that apply to a certain personality will be multiplied by this value + tolerance/hierarchical value (interval: -2 +2) divided by this value |2 |- |MINERALS_MULT |Mult used to promote building manufactories |8 |- |BUILDING_ENERGY_MAX |Used to calc AI want for buildings with energy |100 |- |INFLUENCE_MULT |Used to calc AI want for buildings with influence |1 |- |BUILDING_PRODUCTION_MAX |Used to calc AI want for buildings with production points |1000 |- |POP_FOOD_MIN |AI should always prioritize to get more food when food growth is below this value |5 |- |WORMHOLE_STATION_OFFSET |Used to place wormhole stations in system |150.0 |- |CRISIS_FLEET_SIZE_LIMIT_LOWER |Swarm fleet will aim for this size before attacking targets |130 |- |CRISIS_NAVY_SIZE_LIMIT |Swarm fleet will aim for this size before attacking targets |130 |- |CRISIS_ARMY_LIMIT |Swarms will not build more armies if it has this many armies already |100 |- |SECTOR_SYSTEM_CAP_MIN |AI sectors will have minimum these many colonized systems in each sector before creating new sectors |2 |- |SECTOR_FOCUS_EFFECT |Resources designated as the focus of a sector are valued this much more |10 |- |SECTOR_IGNORE_TILE_RESOURCE |Should sectors ignore which resources are on the tile when building? |0 |- |SECTOR_TILE_BLOCKER_ENERGY_BUDGET_FRACTION |Fraction of sector energy budget going to tile blockers |0.60 |- |SECTOR_ROBOT_ENERGY_BUDGET_FRACTION |Fraction of sector energy budget going to robots |0.40 |- |SECTOR_COLONY_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to colonies |0.10 |- |SECTOR_STATION_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to stations |0.19 |- |SECTOR_BUILDING_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to buildings |0.34 |- |SECTOR_TILE_BLOCKER_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to tile blockers |0.04 |- |SECTOR_SPACEPORT_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to spaceports |0.09 |- |SECTOR_ARMY_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to armies |0.04 |- |SECTOR_ROBOT_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to robots |0.20 |- |SECTOR_MINERALS_NEED_THRESHOLD |Minerals needed per month before starting to build other buildings |5 |- |SECTOR_BUILDING_MAINT_BUDGET_FRACTION |Fraction of maintenance budget going to buildings |0.40 |- |SECTOR_STATION_MAINT_BUDGET_FRACTION |Fraction of maintenance budget going to spaceports and stations |0.30 |- |SECTOR_ARMY_MAINT_BUDGET_FRACTION |Fraction of maintenance budget going to spaceports and stations |0.10 |- |SECTOR_ROBOT_MAINT_BUDGET_FRACTION |AI will spend this fraction of their budget on robots (transfered to buildings if they don't use robots) |0.20 |- |SECTOR_ROBOT_MAINT_MAX |Maximum energy maintenance reserved for new robots |2 |- |ATTITUDE_CHANGE_BUFFER |Don't change attitude if weight diff is less than this |0 |- |AI_COMMUNICATIONS_RANDOM_VALUE |AI communications days will vary with +- these many days |60 |- |OUTPOST_STATION_RESOURCES_BUILD |AI should build outpost station if system has more than this many resources |9 |- |OUTPOST_STATION_RESOURCES_NEIGHBORS_BUILD |AI should build oupost station if neighboring systems have these many resources |20 |- |OUTPOST_STATION_DISTANCE_MAX |AI consideres station in neighboring system if square distance is higher than this value from a colony |2500 |- |OUTPOST_STATION_RANGE |AI consider outpost station to be able to extrude border about this far |400 |- |MAX_CAPITAL_UPGRADE_BEFORE_PLANET_FULL |AI will not upgrade capital above this level before the planet is full (in pops) |1 |- |TRANSPORT_FLEET_SIZE |AI will have transport fleets of this size + 1 |19 |- |ARSENAL_FLEET_SIZE |AI will have arsenal fleets of this size (This means that the AI will create fleets during peace time that are this size) |200 |- |POP_RESETTLEMENT_PRIO |AI Will prio resettling to achieve these many pops in each colony before anything else |5.0 |- |DISTANCE_STARS_RESEARCH |AI will assume this is the average dist between stars |10 |- |AUTO_EXPLORE_ATTRACTION_SCORE |Attraction score to auto explore a system will descrease by this much if system is owned by you or has a planet owned by you |200 |- |MAX_COLONIZATION_COST |Range from borders AI will colonize planet (influence cost) |300 |- |MAX_COLONIZATION_COST_SUBJECT |Range from borders AI will colonize planet when it is a subject (influence cost) |200 |- |OPTIMAL_OUTPOST_DISTANCE |Range from borders ED will build outpost (square distance) |3000 |- |ED_MIL_STATIONS_IN_SYSTEMS |Fraction of systems within borders that will have military stations in it for ED |4 |- |NO_WARS_FLAG | |"ai_no_wars" |- |NO_LEAVE_FED_FLAG | |"ai_no_leave_fed" |- |}
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