Land Region Value algorithm
From AGEWiki
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