Land Region Value algorithm

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This algorithm is the base of the AI thinking, as it will gives an interest value to each land region, depending of quite a number of factors.

These parameters are exported at the faction level, not at the global level (this is better!): It means that they can potentially be different for each Faction.

You must use AI.SetParams to change them.

Default values, if nothing is parametrized, and their explanation.

 // Land Region Value
 aiLRV_RegionBaseVal      := 1;    // Land region value, base value in point
 aiLRV_OwnStrucVal        := 10;   // Interest value for each structure level
 aiLRV_OppStrucVal        := 6;    // Same, but if the structure is not owned
 aiLRV_MaxLevel           := 10;   // max structure level considered
 aiLRV_FortValCoef        := 300;  // Additional coefficient if a fort, so 300 is x3!
 aiLRV_HarborValCoef      := 100;
 aiLRV_DepotValCoef       := 300;
 aiLRV_OwnPopVal          := 5;    // value for each 1000 points of pop (need social mode)
 aiLRV_OppPopVal          := 3;    // value for each 1000 points of pop (need social mode)
 aiLRV_VPValue            := 75;   // bonus for each VP given by region
 aiLRV_ValSupply          := 2;    // value for 100 pts of supply, ammo or power (need adv supply)
 aiLRV_Conscript          := 4;    // value for each conscript prod
 aiLRV_Money              := 5;    // value for each money prod
 aiLRV_WSU                := 8;    // value for each WSU prod
 aiLRV_ObjValue           := 150;  // worth for each OBJ prevalence class (there are 3 classes)
 aiLRV_VPTurnBonusStart   := 10;   // How many turns before end of scenario the VPEndBonus is given to the region
 aiLRV_VPEndBonus         := 25;   // bonus in %, incremented each turn to VP and OBJ modifier,
                                      if within aiLRV_VPTurnBonusStart_, so if the bonus is given since 5 turns,
                                      there is a 5x25 = +125% bonus!

 aiLRV_ControlVal         := 2;    // how many control points to increase by 1% the region value
 aiLRV_HighControl        := 5;    // Extra bonus in % if region highest controler (5 = +5%)
 aiLRV_FullControl        := 5;    // Extra bonus in % if region only controler (5 = +5%)
 aiLRV_AdjBonusVal        := 2;    // Extra bonus, in % for each adjacent region where we are the highest controler (HC)
 aiLRV_OppControlPerc     := 125;  // Coefficient in % (so 125 = x1.25) if we are the legit owner but the region is
                                      controled by hostile force

 aiLRV_NoAdjPerc          := 66;   // Coefficient in % if the region is not adjacent to any other region where we are the HC
 aiLRV_PrevalMaxReducPerc := 50;   // All regions value are also modified by the relative power ratio around the region
                                     (this is the lower limit of this change). Don't touch please.

 aiLRV_TrackVal           := 6 ;   // value in pts if the region has a track
 aiLRV_RoadVal            := 11;   // value in pts if the region has a road
 aiLRV_MRoadVal           := 16;   // value in pts if the region has a major road
 aiLRV_RailVal            := 16;   // value in pts if the region has a non destroyed railway
 aiLRV_DestRailVal        := 11;   // value in pts if the region has a destroyed railway
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