/////////////////////////////////////////////////////////////////////////////// // takecity.aip
// // 
// // gather.aip
// // 
// Specifies the behavior of the Strategic Combat system for Civ  
///////////////////////////////////////////////////////////////////////////////  
#include "aipdef.h"   
// Set this to YES to alert us to when this AIP is switched out  
// (make it NO otherwise)... Only works in debug builds  
#define alert_to_aip_load NO 
    
    
// PRIORITIES  
//  
// Although these priorities should be principally set by the fuzzy system,  
// for testing purposes, I've put the ability specify any or all of them to  
// be changed in a big fat wad when the AIP switches.  
    
double build_buildings_priority = 20000000.0; 
double build_troops_priority = 20000000.0; 
double seige_priority = 415000.0; 
double attack_troops_priority = 415000.0; 
double bombard_priority = 415000.0; 
double perimeter_priority = 5000.0; 
double patrol_priority = 5000.0; 
double harass_priority = 7000.0; 
double expel_priority = 7000.0; 
double chokepoint_priority = 1000.0; 
/// begin special unit bids  
double max_threat_raw_bonus = 1000.0; 
double distance_from_home_priority_modifier = 500.0; 
double distance_from_enemy_priority_modifier = 250.0; 
double max_chokepoint_raw_bonus = 1000.0; 
double random_modifier = 10.0; 
double max_power_raw_bonus = 1000.0; 
double max_value_raw_bonus = 1000.0; 
double danger_diminishment = 0.5; 
double max_danger_raw_bonus = 1000.0; 
// Some city based goals will make the priority higher for bigger cities  
double per_capita_modifier = 500.0; 
    
// Some city based goals will make the priority higher closer threats  
double threat_proximity_modifier = 1000.0; 
    
// Unit specific modifiers  
double max_misc_bid_bonus = 1000.0; 
    
// modifier of raw priority computed by fuzzy system  
//  (1.0 = 100% of fuzzy system computed value)  
    
// If a particular type of goal prefers (but does not demand) some type  
// of unit, add this to the priority  
    
double distance_from_unit_priority_modifier = -1500.0; 
    
    
    
    
    
// FORCE MATCHING  
double min_defense_matching_force_ratio =  1.2; 
double min_attack_matching_force_ratio =  1.2; 
int num_city_defenders = 1; //WW inserted
#define MAX_EVAL_SEIGE_GOALS -15 
#define MAX_EVAL_EXPLORE_GOALS -15 
   
#define MAX_EXEC_DEFENSE_GOALS 1 
#define MAX_EXEC_ATTACK_GOALS -15 
#define MAX_EXEC_SEIGE_GOALS -15 
#define MAX_EXEC_EXPLORE_GOALS -3 
   
