Strategic Numbers
The table below lists all the strategic numbers available within the game engine, including some that are undocumented within the CPSB guide. Those entries highlighted in pink are either undocumented and appear in the game engine from previous AoE series games; most have been resolved; unresolved sn id numbers are shown with a blank name, or are undesirable commands or exhibit markedly different behaviour to that described in the CPSB guide.
SN ID no. |
SN Parameter |
parser has |
TC AI has |
cpsb summary has |
cpsb details has |
Values ? |
can be changed ? |
actual default value |
cpsb Default value |
Description |
138 |
CC add starting resource - food |
|
|
|
|
|
y |
0 |
|
Cheat - adds to starting resources |
139 |
CC add starting resource - gold |
|
|
|
|
|
y |
0 |
|
Cheat - adds to starting resources |
140 |
CC add starting resource - stone |
|
|
|
|
|
y |
0 |
|
Cheat - adds to starting resources |
141 |
CC add starting resource - wood |
|
|
|
|
|
y |
0 |
|
Cheat - adds to starting resources |
215 |
SNAllowDiplomacyChangeOnAllyAttack |
|
|
|
|
|
y |
1 |
|
Controls whether or not the computer player can change his alliance when attacked by an ally. Must be 0 or 1 |
217 |
SNAllowDiplomacyChangeOnTribute |
|
|
|
|
|
y |
0 |
|
Controls whether or not the computer player will allow his diplomacy to change when he receives tribute from a player. Must be 0 or 1 |
47 |
SNAttackCoordination |
|
|
|
|
|
y |
-1 |
|
Selects the type of coordination between computer player attacks. 0 means no coordination. 1 means that one group may attack at a time. 2 means that multiple groups may attack at the same time. Must be >= 0 and <= 2 |
37 |
SNAttackGroupMakeup |
|
|
|
|
|
y |
0 |
|
|
48 |
SNAttackResponseSeparationTime |
|
|
|
|
|
y |
-1 |
|
Sets the amount of time that must pass before units respond to a subsequent enemy attack distress call. Must be >= 0 |
46 |
SNAttackSeparationTime |
|
|
|
|
|
y |
-1 |
|
Sets the amount of time that must pass between computer player attacks. Must be >= 0 |
208 |
SNAutoBuildDocks |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player decides how and when to build Docks. Must be 0 or 1 |
205 |
SNAutoBuildDropsites |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player decides how and when to build storage pits and granaries. Must be 0 or 1 |
206 |
SNAutoBuildFarms |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player can use extra wood to build Farms once all of the build list buildings are constructed. Must be 0 or 1 |
209 |
SNAutoBuildFishingBoats |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player decides how and when to build fishing boats. Must be 0 or 1 |
180 |
SNAutoBuildHouses |
|
|
|
|
|
y |
-1 |
|
Controls whether the computer player can decide to build its houses by itself. Must be 0 or 1 |
207 |
SNAutoBuildTowers |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player can use extra stone to build towers. Must be 0 or 1 |
210 |
SNAutoBuildTransports |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player decides how and when to build transports. Must be 0 or 1 |
223 |
SNAutoBuildWarships |
|
|
|
|
|
y |
-1 |
|
Determines if the computer player is allowed to decide how and when to build warships. Must be 0 or 1 |
155 |
SNBuildPlanDivisions |
|
|
|
|
|
y |
10 |
|
The number of divisions a computer player will place in its build list (used to calculate gathering percentages). Must be >= 1 |
53 |
SNChokePointDefendPriority |
|
|
|
|
|
y |
0 |
|
|
186 |
SNCoopDemandTributeInterval |
|
|
|
|
|
y |
0 |
|
Controls how often the computer player may demand tribute from his computer player allies (in seconds). Must be >= 0 |
187 |
SNCoopDemandTributeMaximum |
|
|
|
|
|
y |
0 |
|
Controls the maximum amount a computer player may demand from his computer player allies at any one time. Must be >= 1 |
39 |
SNDefendGroupMakeup |
|
|
|
|
|
y |
0 |
|
|
121 |
SNDefendImportantGroupLeaders |
|
|
|
|
|
y |
-1 |
|
Controls whether or not important attack group leaders are defended by the other group units. A value of 1 has the members defend the leader. A value of 0 does not |
212 |
SNDesiredNumberDocks |
|
|
|
|
|
y |
0 |
|
How many Docks the computer player wants in a given game. Must be >= 0 |
65 |
SNDesiredNumberFishEscorts |
|
|
|
|
|
y |
-1 |
|
Sets the desired number of warboat escorts for fishing boats. Must be >= 0 |
213 |
SNDesiredNumberFishingBoats |
|
|
|
|
|
y |
0 |
|
How many fishing boats the computer player wants in a given game. Must be >= 0 |
64 |
SNDesiredNumberTradeEscorts |
|
|
|
|
|
y |
-1 |
|
Sets the desired number of warboat escorts for tradeboats. Must be >= 0 |
66 |
SNDesiredNumberTransportEscorts |
|
|
|
|
|
y |
0 |
|
Sets the desired number of warboat escorts for transports. Must be >= 0 |
214 |
SNDesiredNumberTransports |
|
|
|
|
|
y |
0 |
|
How many transports the computer player wants in a given game. Must be >= 0 |
224 |
SNDesiredNumberWarships |
|
|
|
|
|
y |
0 |
|
How many warships the computer player wants in a given game. Must be >= 0 |
45 |
SNExploreGroupMakeup |
|
|
|
|
|
y |
0 |
|
|
40 |
SNGroupFillMethod |
|
|
|
|
|
y |
-1 |
|
Sets the method by which a computer player fills a group of units. There are two concepts here: single group fill and level group fill. In single group fill, all available units are put into the first non-minimally full group. Once that group is full, the next group is entirely filled before the third group is considered.In level group fill, all groups are filled at the same time (one unit is placed in the first group, the next in the second, etc.). The single group fill fills up to the minimum in each group, then goes to the level group fill. Both methods respect the maximum group sizes. 0 keys the single group fill, and 1 keys the level group fill. Must be 0 or 1. |
152 |
SNHouseOverage |
|
|
|
|
|
y |
-1 |
|
The number of Houses that a computer player will autobuild over the amount needed to support 50 units. Must be >= 0 |
71 |
SNLockAttackAndAttackResponse |
|
|
|
|
|
y |
-1 |
|
This treats the SNAttackSeparationTime and SNAttackResponseSeparationTime as the same numbers. Must be either 0 or 1 |
220 |
SNMaxFarms |
|
|
|
|
|
y |
-1 |
|
Caps the number of Farms a computer player will build. Must be >= 0 |
151 |
SNMaxGranaries |
|
|
|
|
|
y |
-1 |
|
The maximum number of granaries a computer player can build in one game. Must be >= 0 |
190 |
SNMaximumFood |
|
|
|
|
|
y |
3000 |
|
Controls the maximum amount of food the computer player likes to have on hand. Must be >= 0 |
193 |
SNMaximumGold |
|
|
|
|
|
y |
3000 |
|
Controls the maximum amount of gold the computer player likes to have on hand. Must be >= 0 |
174 |
SNMaximumHousesBeforeDropsites |
|
|
|
|
|
y |
-1 |
|
The maximum number of Houses that can be built before a dropsite is built. Must be >= 0 |
192 |
SNMaximumStone |
|
|
|
|
|
y |
1500 |
|
Controls the maximum amount of stone the computer player likes to have on hand. Must be >= 0 |
191 |
SNMaximumWood |
|
|
|
|
|
y |
2000 |
|
Controls the maximum amount of wood the computer player likes to have on hand. Must be >= 0 |
150 |
SNMaxStoragePits |
|
|
|
|
|
y |
-1 |
|
The maximum number of storage pits a computer player can build in one game. Must be >= 0 |
222 |
SNMaxTowers |
|
|
|
|
|
y |
10 |
|
Caps the number of towers a computer player will build. Must be >= 0. Starts at 0, changed to 10 after start - ie a bit later !! Count of trees ? Game time ? Time in age ? |
170 |
SNMinimumFood |
|
|
|
|
|
y |
200 |
|
The minimum amount of food a computer player likes to keep on hand. Must be >= 0 |
173 |
SNMinimumGold |
|
|
|
|
|
y |
200 |
|
The minimum amount of gold a computer player likes to keep on hand. Must be >= 0 |
172 |
SNMinimumStone |
|
|
|
|
|
y |
150 |
|
The minimum amount of stone a computer player likes to keep on hand. Must be >= 0 |
171 |
SNMinimumWood |
|
|
|
|
|
y |
250 |
|
The minimum amount of wood a computer player likes to keep on hand. Must be >= 0 |
147 |
SNMostNeededResourceLookAhead |
|
|
|
|
|
y |
10 |
|
The number of build list objects the computer player will use to look ahead to tabulate the resources required. Only used for the dynamic gathering percentages. Must be >= 0. |
84 |
SNNumberWallGates |
|
|
|
|
|
y |
-1 |
|
Sets the number of gates that must be left in the wall around a computer player’s town. Must be >= 0 |
31 |
SNPercentDeathRetreat |
|
|
|
|
|
y |
-1 |
|
Sets the percentage of units that a group can let die (relative to what it started the attack with) before retreating. Must be >= 1 and <= 100 |
30 |
SNPercentHealthRetreat |
|
|
|
|
|
y |
-1 |
|
Sets the percentage of hit points that a group can lose (relative to what it started the attack with) before retreating. Must be >= 1 and <= 100. |
91 |
SNPercentUnitHealthRetreat |
|
|
|
|
|
y |
-1 |
|
Sets the percentage of hit points that a unit can lose (relative to what it started the attack with) before retreating. Must be >= 1 and <= 100 |
24 |
SNPercentVictoryClamp |
|
|
|
|
|
y |
75 |
|
|
161 |
SNRequiredFirstBuilding |
|
|
|
|
|
y |
-1 |
|
Controls what building a computer player must place first.0: No restriction.1: Either a Storage Pit or a granary.2: A Storage Pit.3: A Granary.4: Both a Storage Pit and a Granary.Exceptions consist of a Town Center and SNMaximumHousesBeforeDropsites |
49 |
SNRetreatAfterTargetDestroyed |
|
|
|
|
|
y |
-1 |
|
Selects what happens when a target is destroyed during an attack. 0 means that the attack group will never retreat and will recenter upon their current position. 1 means that the group will retreat if no other target is reachable. 2 means that the group will always retreat when the target is destroyed. 3 means that the group will go into extermination mode; they will explore unexplored territory and attack any enemies units they uncover. Must be >= 0 and <= 3 |
54 |
SNRuinsDefendPriority |
|
|
|
|
|
y |
0 |
|
Sets the priority of defending Ruins. Must be >= 0 and <= 7. |
96 |
SNScalePercentDeathRetreat |
|
|
|
|
|
y |
-1 |
|
The scaling factor for the percent health retreat. Added to SNPercentDeathRetreat when the tactical AI does its scaling. Must be >= -100 and <= 100 |
95 |
SNScalePercentHealthRetreat |
|
|
|
|
|
y |
-1 |
|
The scaling factor for the percent health retreat. Added to SNPercentHealthRetreat when the tactical AI does its scaling. Must be >= -100 and <= 100 |
97 |
SNScalePercentUnitHealthRetreat |
|
|
|
|
|
y |
-1 |
|
The scaling factor for the percent health retreat. Added to SNPercentUnitHealthRetreat when the tactical AI does its scaling. Must be >= -100 and <= 100 |
85 |
SNSizeWallGates |
|
|
|
|
|
y |
-1 |
|
Sets the size (in tiles) of the gates in the wall around a computer player’s town. Must be >= 0 |
110 |
SNSpecialAttackInfluence2 |
|
|
|
|
|
y |
0 |
|
Sets the multiplier used for the special attack type 2 rating in computer player target evaluation. Must be > 0 to influence the computer player toward attacking the special type 2, < 0 to influence the computer player away from attacking the special type 2 |
111 |
SNSpecialAttackInfluence3 |
|
|
|
|
|
y |
0 |
|
Sets the multiplier used for the special attack type 3 rating in computer player target evaluation. Must be > 0 to influence the computer player toward attacking the special type 3, < 0 to influence the computer player away from attacking the special type 3 |
176 |
SNSpecificBuildItemTime |
|
|
|
|
|
y |
-1 |
|
The time (in minutes) that the SNSpecificBuildItemToBuild should be inserted into. Must be >= 0 |
175 |
SNSpecificBuildItemToBuild |
|
|
|
|
|
y |
-1 |
|
A specific build item that should be inserted into the computer player’s list. Must be a valid build ID |
88 |
SNTacticalUpdateFrequency |
|
|
|
|
|
y |
-1 |
|
Sets the number of seconds that pass between each tactical AI update. Must be >= 0 |
124 |
SNTributeAmount |
|
|
|
|
|
y |
0 |
|
Sets the required amount of gold that must be tributed to the computer player. If this is 0, no computer player tributing is monitored for the special system (thus, the normal tribute system is in effect). When this value is > 0, the computer player will expect some gold in tribute |
125 |
SNTributeChatFrequency |
|
|
|
|
|
y |
0 |
|
Sets the frequency (in seconds) of the computer player’s chat messages asking for tribute. Must be >= 0 |
126 |
SNTributeChatRandomness |
|
|
|
|
|
y |
0 |
|
Sets the randomness (in seconds) of the computer player’s chat messages asking for tribute. Must be >= 0 and < SNTributeChatFrequency |
130 |
SNTributeFailureOutcome |
|
|
|
|
|
y |
0 |
|
Controls what happens when the tribute request is not fulfilled within the allotted time. If set to 0, nothing happens. If set to 1, the computer player will go to war when the tribute amount is not paid |
132 |
SNTributePersistence |
|
|
|
|
|
y |
0 |
|
Controls whether or not the interactive tribute system operates once or forever. A value of 1 makes it last the entire game (i.e. the computer player will continue to demand SNTributeAmount of gold for the entire game, at intervals roughly equivalent to SNTributeChatFrequency from the outcome evaluation). A value of 0 makes the interactive tribute occur one time |
128 |
SNTributePlayer |
|
|
|
|
|
y |
-1 |
|
Sets the player ID# of the player the computer player will target for the tribute request. Must be a valid player number for the game. (monks tend to ignore relics for returning beyond this distance. -1 means any distance ??) |
133 |
SNTributeRevokeOnAttack |
|
|
|
|
|
y |
0 |
|
Controls whether or not the computer player rescinds the favorable tribute outcome when the SNTributePlayer attacks the computer player. A value of 1 has the computer player rescind, a value of 0 does not |
129 |
SNTributeSuccessOutcome |
|
|
|
|
|
y |
0 |
|
Controls what happens when the tribute request is fulfilled within the allotted time. If set to 0, nothing happens. If set to 1, the computer player will ally when the tribute amount is paid |
127 |
SNTributeTimeout |
|
|
|
|
|
y |
0 |
|
Sets the amount of time (in seconds) within which the tribute must take place. Must be >= 0 |
177 |
SNUnskippableItemType |
|
|
|
|
|
y |
-1 |
|
Allows the computer player to not skip a particular item type during building. Must be a valid build ID |
182 |
SNUpgradeToBronzeAgeASAP |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player will abandon all to upgrade to the Bronze Age as soon as it becomes available for research. Must be 0 or 1 |
183 |
SNUpgradeToIronAgeASAP |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player will abandon all to upgrade to the Iron Age as soon as it becomes available for research. Must be 0 or 1 |
181 |
SNUpgradeToToolAgeASAP |
|
|
|
|
|
y |
-1 |
|
Controls whether or not the computer player will abandon all to upgrade to the Tool Age as soon as it becomes available for research. Must be 0 or 1 |
225 |
sn-allow-civilian-defense |
y |
y |
y |
|
|
y |
1 |
1 |
|
178 |
sn-attack-diplomacy-impact |
y |
|
y |
y |
>= 0 and <= 100. |
y |
10 |
10 |
The impact (positive or negative) that a computer player injects into his diplomacy system when attacked. |
41 |
sn-attack-group-gather-spacing |
y |
|
y |
y |
>= 1. |
y |
4 |
4 |
Controls the relative proximity (to the group gather point) that grouped units must be in before the group is considered gathered. |
98 |
sn-attack-group-size-randomness |
y |
|
y |
y |
|
y |
1 |
1 |
The randomness factor in the attack group size. This sets a cap on the amount of randomness in the minimum attack group size. The randomness factor is set once (when the group is created) and will be between 0 and this number. |
103 |
sn-attack-intelligence |
y |
y |
y |
y |
|
y |
0 |
0 |
Specifies whether the intelligent attack system is used. The intelligent attack system tries to avoid enemy units when attacking and tries to attack from different sides. When used with the SNAttackCoordination set to 2, this can create multifront attacks. Must be 0 (to turn off) and 1 (to turn on |
102 |
sn-attack-separation-time-randomness |
y |
|
y |
y |
|
y |
15 |
15 |
The amount of randomness incorporated into the attack separation time. Must be >= 0 and < SNAttackSeparationTime |
188 |
sn-attack-winning-player |
y |
|
y |
y |
0 or 1. |
y |
1 |
1 |
Controls whether or not the computer player will attack the winning player (if there is more than one to choose from). |
195 |
sn-attack-winning-player-factor |
y |
|
y |
y |
>= 0 and <= 100. |
y |
25 |
25 |
The influence the SNAttackWinningPlayer will have on deciding who to attack if it’s set to 1. |
135 |
sn-blot-exploration-map |
y |
y |
y |
y |
|
y |
1 |
1 |
This controls whether or not the computer player re-explores previously explored regions. A value of 1 has the computer player re-explore, a value of 0 does not. |
136 |
sn-blot-size |
y |
|
y |
y |
> 0 and < the map size. |
y |
15 |
15 |
This controls the size of the area that a computer player marks for re-exploration. |
101 |
sn-build-frequency |
y |
|
y |
y |
>= 0. |
y |
1 |
1 |
Sets the number of tactical AI updates that pass between each training or research attempt. |
86 |
sn-camp-max-distance |
y |
y |
y |
y |
>= 0. |
y |
25 |
25 |
Sets the maximum distance that lumber camp and mining camp may be placed from a Town Center. |
4 |
sn-cap-civilian-builders |
y |
y |
y |
y |
>= -1. |
y |
2 |
2 |
Caps the number of builders allocated. Factored in after the percentage is calculated. Ignored when set to –1. -1 prevents any building !!! |
3 |
sn-cap-civilian-explorers |
y |
y |
y |
y |
>= -1. |
y |
2 |
2 |
Caps the number of civilian explorers allocated. Factored in after the percentage is calculated. Ignored when set to –1. |
5 |
sn-cap-civilian-gatherers |
y |
y |
y |
y |
>= -1. |
y |
-1 |
-1 |
Caps the number of gatherers allocated. Factored in after the percentage is calculated. Ignored when set to –1. |
76 |
sn-consecutive-idle-unit-limit |
y |
y |
y |
y |
>= 0. |
y |
15 |
15 |
Sets the number of consecutive seconds that pass before a group is set to idle if all of its units are idle. This is only used during attack and retreat phases. |
196 |
sn-coop-share-attacking |
y |
y |
y |
y |
0 or 1. |
y |
1 |
1 |
Controls whether allied computer players can attack to defend each other. |
197 |
sn-coop-share-attacking-interval |
y |
|
y |
y |
>= 0. |
y |
120 |
120 |
Controls how often this computer player can ask another for help (in seconds). |
194 |
sn-coop-share-information |
y |
y |
y |
y |
0 or 1. |
y |
1 |
1 |
Controls whether or not allied computer players share information about what they uncover (this is not like Cartography; instead, it’s analogous to two humans chatting). |
92 |
sn-defend-overlap-distance |
y |
|
y |
y |
>= 0. |
y |
5 |
5 |
Sets the amount of influence that a defend group has. Defend groups will be assigned so that their circles of influence do not overlap. |
57 |
sn-defense-distance |
y |
y |
y |
y |
>= 0. |
y |
3 |
3 |
Sets the distance at which items (town excluded) are defended. |
70 |
sn-dock-defend-priority |
y |
y |
y |
y |
0 or 1. |
y |
0 |
0 |
Sets the priority of defending a Dock. 0 does not protect Docks, 1 does. |
229 |
sn-do-not-scale-for-difficulty-level |
y |
|
y |
y |
0 or 1. |
y |
0 |
0 |
Disables the automatic difficulty-scaling. See Level of Difficulty - Random Map Game. Default = 0. |
241 |
sn-do-not-transport-from-same-zone |
y |
|
|
|
|
y |
0 |
|
|
219 |
sn-easier-reaction-percentage |
y |
y |
y |
y |
100 |
n |
100 |
100 |
Sets the effective reaction percentage (of normal LOS) a computer player unit will use in single-player easier scenario or campaign games. You can stand on your head - it will always be 100 when used in a fact!! |
218 |
sn-easiest-reaction-percentage |
y |
y |
y |
y |
100 |
n |
100 |
100 |
Sets the effective reaction percentage (of normal LOS) a computer player unit will use in single-player Easiest level scenario or campaign games. You can stand on your head - it will always be 100 when used in a fact!! |
20 |
sn-enemy-sighted-response-distance |
y |
y |
y |
y |
>= 0 and <= 144. |
y |
25 |
50 |
Sets the distance inside of which units will be candidates for response to an enemy attack. |
163 |
sn-food-dropsite-distance |
y |
|
y |
y |
>= 3. |
y |
3 |
7 |
The maximum number of tiles a computer player likes to walk to drop off its food. |
117 |
sn-food-gatherer-percentage |
y |
y |
y |
y |
>= 0 and <= 100. |
y |
0 |
0 |
The required percentage of food gatherers. This is applied before the normal calculation formula takes effect. |
52 |
sn-forage-defend-priority |
y |
y |
y |
y |
>= 0 and <= 7. |
y |
0 |
0 |
Sets the priority of defending forage sites. |
240 |
sn-garrison-rams |
y |
y |
y |
y |
|
y |
1 |
0,1 ? |
Defaults to 1. Set to 0 to turn off. When on, the CP AI tries (but doesn't always succeed) to put infantry units into rams before the attack group departs. |
232 |
sn-gather-defense-units |
y |
y |
y |
|
|
y |
0 |
0 |
|
239 |
sn-gather-idle-soldiers-at-center |
y |
y |
y |
y |
|
y |
-1 |
0 |
Defaults to 0. When set to 1, it will "move" the town defense gather point to the "center" (randomized +-6 tiles) of the map. No provision is made if the center is in an unreachable spot. When it's set, all idle and retreating units will try to go to the center. Useful for King of the Hill and similar variants to get the CP to group near the middle. |
50 |
sn-gold-defend-priority |
y |
y |
y |
y |
>= 0 and <= 7. |
y |
0 |
0 |
Sets the priority of defending gold. A priority of 0 means that gold will not be defended. A priority of 1 means that gold has the highest defend priority. |
166 |
sn-gold-dropsite-distance |
y |
y |
y |
y |
>= 3. |
y |
3 |
7 |
The maximum number of tiles a computer player likes to walk to drop off its gold. |
118 |
sn-gold-gatherer-percentage |
y |
y |
y |
y |
>= 0 and <= 100. |
y |
0 |
0 |
The required percentage of gold gatherers. This is applied before the normal calculation formula takes effect. |
75 |
sn-group-commander-selection-method |
y |
|
y |
y |
>= 0 and <= 2 |
y |
3 |
3 |
Sets the method by which group commanders are selected. 0 selects the unit with the most hit points. 1 selects the unit with the fewest hit points. 2 selects the unit with the most range. The commander is set once during a group’s creation and is only reset when the commander dies.. |
230 |
sn-group-form-distance |
y |
y |
y |
y |
|
y |
20 |
20 |
Sets the distance over which attack soldiers will group. Set this value high if buildings that train military units are far apart. |
131 |
sn-group-leader-defense-distance |
y |
|
y |
y |
>= 1. |
y |
3 |
3 |
Sets the defense distance for defenders of an important attack group leader. |
221 |
sn-hits-before-alliance-change |
y |
y |
y |
y |
>= 0. |
y |
3 |
3 |
Sets the number of times a computer player will allow his units to be hit by an ally before allowing his diplomacy to be changed. |
231 |
sn-ignore-attack-group-under-attack |
y |
y |
y |
|
|
y |
0 |
0 |
|
104 |
sn-initial-attack-delay |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
The forced, initial delay before any computer player attacks (in seconds). |
134 |
sn-initial-attack-delay-type |
y |
|
y |
y |
|
y |
0 |
0 |
The type of initial attack delay. A value of 1 denotes a delay ended by the build list. A value of 2 uses the sn-initial-attack-delay timeout. A value of 3 allows the computer player to attack after he has been attacked by a non-Gaia player. A value of 0 allows any of the three occurrences to enable attacks. |
167 |
sn-initial-exploration-required |
y |
|
y |
y |
>= 0 and <= 100. |
y |
2 |
2 |
The percentage of the map that must be explored by a computer player before any building is allowed. |
142 |
sn-intelligent-gathering |
y |
|
y |
|
|
y |
0 |
0 |
|
160 |
sn-max-build-plan-gatherer-percentage |
y |
|
y |
y |
>= 0 and <= 100. |
y |
50 |
50 |
The maximum percentage of gatherers that a computer player will task based on the pregame requirements of the build plan. |
26 |
sn-maximum-attack-group-size |
y |
|
y |
y |
>= 0 and >= sn-minimum-attack-group-size. |
y |
10 |
10 |
Sets the maximum size of land-based attack groups. |
60 |
sn-maximum-boat-attack-group-size |
y |
|
y |
y |
>= 0 and >= sn-minimum-boat-attack-group-size. |
y |
5 |
5 |
Sets the maximum size of boat attack groups. |
69 |
sn-maximum-boat-defend-group-size |
y |
|
y |
y |
>= 0 and >= sn-minimum-boat-defend-group-size. |
y |
0 |
0 |
Sets the maximum size of boat defend groups. |
63 |
sn-maximum-boat-explore-group-size |
y |
|
y |
y |
>= 0 and >= sn-minimum-boat-explore-group-size. |
y |
2 |
2 |
Sets the maximum size of boat exploration groups. |
28 |
sn-maximum-defend-group-size |
y |
|
y |
y |
>= 0 and >= sn-minimum-defend-group-size. |
y |
4 |
4 |
Sets the maximum size of land-based defend groups. |
44 |
sn-maximum-explore-group-size |
y |
|
y |
y |
>= 0 and >= sn-minimum-explore-group-size |
n |
1 |
3 |
Sets the maximum size of land-based soldier exploration groups. You can stand on your head - it will always be 1 when used in a fact!! |
236 |
sn-maximum-fish-boat-drop-distance |
y |
y |
y |
y |
|
y |
-1 |
-1 |
The parameters control how far from a dropsite a given resource type can be before the CP ignores it. -1 indicates a "don't care" -- i.e. it can be any distance (as it used to be). |
234 |
sn-maximum-food-drop-distance |
y |
y |
y |
y |
|
y |
-1 |
-1 |
The parameters control how far from a dropsite a given resource type can be before the CP ignores it. -1 indicates a "don't care" -- i.e. it can be any distance (as it used to be). |
100 |
sn-maximum-gaia-attack-response |
y |
y |
y |
y |
>= 0. |
y |
3 |
3 |
The maximum number of civilians that respond to another civilian getting attacked by a Gaia animal. |
237 |
sn-maximum-gold-drop-distance |
y |
y |
y |
y |
|
y |
-1 |
-1 |
The parameters control how far from a dropsite a given resource type can be before the CP ignores it. -1 indicates a "don't care" -- i.e. it can be any distance (as it used to be). |
235 |
sn-maximum-hunt-drop-distance |
y |
y |
y |
y |
|
y |
-1 |
-1 |
The parameters control how far from a dropsite a given resource type can be before the CP ignores it. -1 indicates a "don't care" -- i.e. it can be any distance (as it used to be). |
238 |
sn-maximum-stone-drop-distance |
y |
y |
y |
y |
|
y |
-1 |
-1 |
The parameters control how far from a dropsite a given resource type can be before the CP ignores it. -1 indicates a "don't care" -- i.e. it can be any distance (as it used to be). By setting the parameters to the appropriate value it is possible to avoid having villagers walk all over the map to gather resources. |
74 |
sn-maximum-town-size |
y |
y |
y |
y |
>= 0 and >= sn-minimum-town-size. |
y |
20 |
20 |
Sets the maximum size of a computer player town. |
233 |
sn-maximum-wood-drop-distance |
y |
y |
y |
y |
|
y |
-1 |
-1 |
The parameters control how far from a dropsite a given resource type can be before the CP ignores it. -1 indicates a "don't care" -- i.e. it can be any distance (as it used to be). |
149 |
sn-max-retask-gather-amount |
y |
|
y |
y |
>= 0. |
y |
40 |
40 |
The maximum amount that a gatherer can be told to gather before being allowed to be retasked. Some code may override this. |
115 |
sn-max-skips-per-attempt |
y |
|
y |
y |
>= 1. |
y |
10 |
10 |
The maximum number of unbuilt items that can be skipped during any build plan processing before giving up (for being too far ahead of the current position in the plan). |
87 |
sn-mill-max-distance |
y |
y |
y |
y |
>= 0. |
y |
100 |
100 |
Sets the maximum distance that mills may be placed from a Town Center. |
216 |
sn-minimum-amount-for-trading |
y |
|
y |
y |
>= 0. |
y |
50 |
50 |
Controls how much of a resource a computer player must have before using it for trading. |
16 |
sn-minimum-attack-group-size |
y |
|
y |
y |
>= 0. |
y |
4 |
4 |
Sets the minimum size of land-based attack groups. A group must meet its minimum size as one of the tasking prerequisites. The game can change this itself during the game. |
204 |
sn-minimum-boar-hunt-group-size |
y |
y |
y |
y |
>= 1. |
y |
5 |
5 |
The number of civilians a computer player must collect before allowing boars to be hunted for food. |
59 |
sn-minimum-boat-attack-group-size |
y |
|
y |
y |
>= 0. |
y |
1 |
1 |
Sets the minimum size of boat attack groups. A group must meet its minimum size as one of the tasking prerequisites. |
68 |
sn-minimum-boat-defend-group-size |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the minimum size of boat defend groups. |
62 |
sn-minimum-boat-explore-group-size |
y |
|
y |
y |
>= 0. |
y |
1 |
1 |
Sets the minimum size of boat exploration groups. |
35 |
sn-minimum-civilian-explorers |
y |
y |
y |
y |
>= 0. |
y |
0 |
0 |
Sets a minimum number of civilian explorers. |
25 |
sn-minimum-defend-group-size |
y |
|
y |
y |
>= 0. |
y |
1 |
1 |
Sets the minimum size of land-based defend groups. A group must meet its minimum size as one of the tasking prerequisites. |
202 |
sn-minimum-dropsite-buffer |
y |
|
y |
y |
0 or 1. |
y |
25 |
25 |
Controls how far away a computer player will keep dropsites in relation to enemy Town Centers. (Controls how far away a computer player will keep dropsites in relation to enemy Town Centers. Must be 0 or 1. ??) |
43 |
sn-minimum-explore-group-size |
y |
|
y |
y |
>= 0. |
n |
1 |
1 |
Sets the minimum size of land-based soldier exploration groups. A group must meet its minimum size as one of the tasking prerequisites. You can stand on your head - it will always be 1 when used in a fact!! |
29 |
sn-minimum-peace-like-level |
y |
|
y |
y |
>= 0 and <= 100. |
y |
85 |
85 |
Sets the level at which computer players must like another player before allying with that player. |
73 |
sn-minimum-town-size |
y |
|
y |
y |
>= 0. |
y |
12 |
12 |
Sets the minimum size of a computer player town. |
112 |
sn-minimum-water-body-size-for-dock |
y |
y |
y |
y |
>= 10. |
y |
300 |
300 |
The minimum number of tiles (in surface area) that a body of water must be for a Dock to be placed on it. |
36 |
sn-number-attack-groups |
y |
|
y |
y |
>= 0. |
y |
0 |
3 |
Sets the desired number of land-based attack groups. Sn-percent-attack-soldiers generally works better. |
58 |
sn-number-boat-attack-groups |
y |
|
y |
y |
>= 0. |
y |
0 |
2 |
Sets the desired number of boat attack groups. Setting sn-percent-attack-boat usually works better. |
67 |
sn-number-boat-defend-groups |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the desired number of boat defend groups. |
61 |
sn-number-boat-explore-groups |
y |
y |
y |
y |
>= 0. |
y |
0 |
1 |
Sets the desired number of boat exploration groups. |
114 |
sn-number-build-attempts-before-skip |
y |
|
y |
y |
>= 1. |
y |
25 |
25 |
The maximum number of build attempts a build plan can go through before being put into skip mode. |
38 |
sn-number-defend-groups |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the desired number of land-based defend groups. |
145 |
sn-number-enemy-objects-required |
y |
|
y |
y |
>= 0. |
y |
10 |
10 |
The count of the number of enemy objects the computer player must see before dropping the number of civilian explorers down to the minimum level. |
42 |
sn-number-explore-groups |
y |
y |
y |
y |
>= 0. |
y |
0 |
0 |
Sets the desired number of land-based soldier exploration groups. |
226 |
sn-number-forward-builders |
y |
y |
y |
y |
>=0. |
y |
0 |
0 |
The number of civilians a computer player uses to build outside of an enemy town. Forward builders refer specifically to those villagers that must board a Transport to cross over water that cannot otherwise be pathed, either because players are on islands, or because other forms of access have been walled-off. It is not necessary to specify forward builders, unless the villagers need to board a Transport. |
146 |
sn-number-max-skip-cycles |
y |
|
y |
|
|
y |
50 |
50 |
|
198 |
sn-percentage-explore-exterminators |
y |
|
y |
y |
>= 0 and <= 100. |
y |
50 |
50 |
Determines how many of the computer player’s soldier explore groups are set as extermination groups. Must be >= 0 and <= 100 |
228 |
sn-percent-attack-boats |
y |
y |
y |
y |
>= 0 and <= 100. |
y |
75 |
0 |
Sets the percentage of defense boats that will be sent into battle (modified for difficulty level) the next time attack-now is issued. All newly created boats are defense boats by default, and will remain defense boats until attack-now is issued. Both attack soldiers and attack boats will attack when attack-now is issued. This SN only needs to be set once, but it can be changed as needed. |
227 |
sn-percent-attack-soldiers |
y |
y |
y |
y |
>= 0 and <= 100. |
y |
75 |
0 |
Sets the percentage of defense soldiers that will be sent into battle (modified for difficulty level) the next time attack-now is issued. All newly created soldiers are defense soldiers by default, and will remain defense soldiers until attack-now is issued. For example, if 10 soldiers were defending a town, and sn-percent-attack-soldiers was set to 50, then 5 soldiers will form an attack group and attack. This SN only needs to be set once, but it can be changed as needed. sn-percent-attack-soldiers works best when not using sn-number-defend-groups. |
1 |
sn-percent-civilian-builders |
y |
y |
y |
y |
>= 0. |
y |
0 |
0 |
Controls the normal, formula-based percentage of builders allocated. |
0 |
sn-percent-civilian-explorers |
y |
y |
y |
y |
>= 0. |
y |
34 |
34 |
Controls the normal, formula-based percentage of civilian explorers allocated. |
2 |
sn-percent-civilian-gatherers |
y |
y |
y |
y |
>= 0. |
y |
66 |
66 |
Controls the normal, formula-based percentage of gatherers allocated. |
19 |
sn-percent-enemy-sighted-response |
y |
y |
y |
y |
>= 0 and <= 100. |
y |
50 |
50 |
Sets the percentage of idle troops that will respond to another unit being attacked. |
32 |
sn-percent-exploration-required |
y |
|
y |
y |
>= 0 and <= 100. |
y |
100 |
100 |
Sets the minimum amount of exploration that a computer player must have accomplished before being allowed to retask civilian explorers. |
179 |
sn-percent-half-exploration |
y |
|
y |
y |
>= 0. |
y |
30 |
30 |
The percentage of map exploration that allows the computer player to task down to half the number of explorers. |
168 |
sn-random-placement-factor |
y |
|
y |
y |
>= 0. |
y |
50 |
50 |
A number that gets added into the placement of the computer player to randomize building placement (off of the calculated ideal). |
55 |
sn-relic-defend-priority |
y |
y |
y |
y |
>= 0 and <= 7. |
y |
0 |
0 |
Sets the priority of defending relics. |
23 |
sn-relic-return-distance |
y |
|
y |
y |
>= 0. |
y |
10 |
10 |
Sets the distance that relics must be within to be considered returned to the Town Center. |
169 |
sn-required-forest-tiles |
y |
|
y |
y |
>= 0. |
y |
10 |
10 |
The minimum number of forest tiles that a computer player must uncover before placing its first lumber camp. |
148 |
sn-retask-gather-amount |
y |
y |
y |
y |
>= 0. |
y |
20 |
20 |
The minimum amount that a gatherer must gather before the computer player allows him to be retasked to another resource type. Some code may override this. |
105 |
sn-save-scenario-information |
y |
|
y |
y |
|
y |
0 |
0 |
Controls whether the learning information is saved at the end of the scenario for a given computer player. Must be 0 (to turn off) or 1 (to turn on). |
94 |
sn-scale-maximum-attack-group-size |
y |
|
y |
y |
|
y |
0 |
0 |
The scaling factor for the maximum attack group size. Added to SNMinimumAttackGroupSize when the tactical AI does its scaling. |
93 |
sn-scale-minimum-attack-group-size |
y |
|
y |
y |
|
y |
1 |
1 |
The scaling factor for the minimum attack group size. Added to SNMinimumAttackGroupSize when the tactical AI does its scaling. |
99 |
sn-scaling-frequency |
y |
|
y |
y |
>= 0. |
y |
10 |
10 |
Sets the number of minutes that pass between each scaling inside the tactical AI. |
22 |
sn-sentry-distance |
y |
y |
y |
y |
>= 0. |
y |
12 |
12 |
Sets the distance at which the town is defended. |
72 |
sn-sentry-distance-variation |
y |
|
y |
y |
>= 0. |
y |
2 |
2 |
Sets the amount of allowable variation in the defense distances. |
109 |
sn-special-attack-influence1 |
y |
|
y |
y |
|
y |
0 |
0 |
Sets the multiplier used for the special attack type 1 rating in computer player target evaluation. Must be > 0 to influence the computer player toward attacking the special type 1, < 0 to influence the computer player away from attacking the special type 1. |
106 |
sn-special-attack-type1 |
y |
y |
y |
y |
Valid master object ID or –1 |
y |
-1 |
-1 |
Sets the type of object (first slot) that the computer player particularly wants to attack.Must be a valid master object ID or –1 if no special attack type is desired. Set to 1 to attack monastery. |
107 |
sn-special-attack-type2 |
y |
|
|
|
|
y |
-1 |
|
Sets the type of object (second slot) that the computer player particularly wants to attack. Must be a valid master object id or –1 if no special attack type is desired |
108 |
sn-special-attack-type3 |
y |
y |
|
|
|
y |
-1 |
|
Sets the type of object (third slot) that the computer player particularly wants to attack. Must be a valid master object ID or –1 if no special attack type is desired. Set to 1 to attack wonder. |
51 |
sn-stone-defend-priority |
y |
y |
y |
y |
>= 0 and <= 7. |
y |
0 |
0 |
Sets the priority of defending stone. |
165 |
sn-stone-dropsite-distance |
y |
y |
y |
y |
>= 3. |
y |
3 |
25 |
The maximum number of tiles a computer player likes to walk to drop off its stone. |
119 |
sn-stone-gatherer-percentage |
y |
y |
y |
y |
>= 0 and <= 100. |
y |
0 |
0 |
The required percentage of stone gatherers. This is applied before the normal calculation formula takes effect. |
81 |
sn-target-evaluation-ally-proximity |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the multiplier used for the ally proximity (number of allies in range) rating in computer player target evaluation. |
89 |
sn-target-evaluation-attack-attempts |
y |
|
y |
y |
>= 0. |
y |
-25 |
-25 |
Sets the multiplier used for the attack attempts rating in computer player target evaluation. |
144 |
sn-target-evaluation-boat |
y |
|
y |
y |
|
y |
0 |
0 |
Sets the additive value used for influencing land units to attack or not attack boats. Must be > 0 to influence land units to attack boats, 0 for no special influence, and less than 0 for aversion. |
122 |
sn-target-evaluation-continent |
y |
|
y |
y |
|
y |
100 |
100 |
Sets the additive value used for the targets on the same continent as the attack group commander. Must be > 0 to influence the computer player toward attacking the units on the same continent or 0 for no special influence. |
79 |
sn-target-evaluation-damage-capability |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the multiplier used for the damage capability rating in computer player target evaluation. |
77 |
sn-target-evaluation-distance |
y |
|
y |
y |
>= 0. |
y |
50 |
50 |
Sets the multiplier used for the distance rating in computer player target evaluation. |
78 |
sn-target-evaluation-hitpoints |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the multiplier used for the hit point rating in computer player target evaluation. |
185 |
sn-target-evaluation-in-progress |
y |
|
y |
y |
>= 0. |
y |
50 |
50 |
The amount of influence of continuing to attack a target already under attack. |
80 |
sn-target-evaluation-kills |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the multiplier used for the kill rating in computer player target evaluation. |
83 |
sn-target-evaluation-randomness |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the multiplier used for the randomness factor in computer player target evaluation. |
90 |
sn-target-evaluation-range |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the multiplier used for the range rating in computer player target evaluation. |
82 |
sn-target-evaluation-rof |
y |
|
y |
y |
>= 0. |
y |
0 |
0 |
Sets the multiplier used for the rate of fire rating in computer player target evaluation. |
123 |
sn-target-evaluation-siege-weapon |
y |
|
y |
y |
|
y |
0 |
0 |
Sets the additive value used for influencing siege weapons to attack stationary targets (and influencing non-siege weapons not to attack those stationary targets). Must be > 0 to influence the computer player to use siege weapons to attack stationary targets or 0 for no special influence. |
184 |
sn-target-evaluation-time-kill-ratio |
y |
|
y |
y |
>= 0. |
y |
20 |
20 |
The amount of influence the time to kill a target has in deciding what to attack. |
143 |
sn-task-ungrouped-soldiers |
y |
y |
y |
y |
0 or 1. |
n |
1 |
1 |
Controls whether or not ungrouped computer player soldiers get tasked to spread out and guard the computer player’s general town area. You can stand on your head - it will always be 1 when used in a fact!! |
18 |
sn-total-number-explorers |
y |
|
y |
y |
|
y |
4 |
4 |
Caps the total number of explorers/explorer groups allocated. Factored in after the percentage of civilian explorers is calculated and the soldier groups are set up. Ignored when set to –1. |
56 |
sn-town-defend-priority |
y |
y |
y |
y |
>= 0 and <= 7. |
y |
7 |
7 |
Sets the priority of defending the computer player’s town. |
201 |
sn-track-player-history |
y |
|
y |
y |
0 or 1. |
y |
0 |
0 |
Decides whether or not a human player’s tendencies are tracked or not. |
203 |
sn-use-by-type-max-gathering |
y |
|
y |
y |
0 or 1. |
y |
0 |
1 |
Controls whether or not logical, type-specific gatherer requirements are placed on the quantity of resources gatherers must collect before being allowed to be retasked. |
164 |
sn-wood-dropsite-distance |
y |
|
y |
y |
>= 3. |
y |
3 |
10 |
The maximum number of tiles a computer player likes to walk to drop off its wood. |
120 |
sn-wood-gatherer-percentage |
y |
y |
y |
y |
>= 0 and <= 100. |
y |
0 |
0 |
The required percentage of wood gatherers. This is applied before the normal calculation formula takes effect. |
34 |
sn-zero-priority-distance |
y |
y |
y |
y |
>= 0 and <= 144. |
y |
50 |
50 |
Sets the distance at which a computer player’s order for a unit is set to a priority of 0. TC AI uses 250 !! |
6 |
|
|
|
|
|
|
y |
-1 |
|
|
7 |
|
|
|
|
|
|
y |
-1 |
|
|
8 |
|
|
|
|
|
|
y |
-1 |
|
|
9 |
|
|
&n |