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AI Personality

Sh0wdown edited this page Apr 7, 2019 · 26 revisions

List of 169 parameters which set the AI characters' personality, f.e. what troops to recruit or how many iron mines to build.

Name Type Description
Unknown000 Int32
Unknown001 Int32
Unknown002 Int32
Unknown003 Int32
Unknown004 Int32
Unknown005 Int32
CriticalPopularity Int32 Values range from 0 to 10000, where 100 popularity equals 10000. Below this value, the AI sells more stuff than usual to get money.
LowestPopularity Int32 Below this value the AI sets taxes zero until it reaches 'HighestPopularity' again.
HighestPopularity Int32 Above this value the AI sets taxes back up
Unknown009 Int32
Unknown010 Int32
Unknown011 Int32
Farm1 FarmBuilding An array of farm slots, which the AI builds in the given sequence.
Farm2 FarmBuilding
Farm3 FarmBuilding
Farm4 FarmBuilding
Farm5 FarmBuilding
Farm6 FarmBuilding
Farm7 FarmBuilding
Farm8 FarmBuilding
PopulationPerFarm Int32 The AI builds one farm for each amount of this population value. (Also check MaxFarms)
PopulationPerWoodcutter Int32
PopulationPerQuarry Int32
PopulationPerIronmine Int32
PopulationPerPitchrig Int32
MaxQuarries Int32
MaxIronmines Int32
MaxWoodcutters Int32
MaxPitchrigs Int32
MaxFarms Int32 The maximum amount of farms the AI builds. (Also check PopulationPerFarm)
BuildInterval Int32 This is only considered <= 5000 gold
ResourceRebuildDelay Int32 The delay before the AI rebuilds destroyed buildings.
MaxFood Int32 includes flour?
MinimumApples Int32
MinimumCheese Int32
MinimumBread Int32
MinimumWheat Int32
MinimumHop Int32 unclear
TradeAmountFood Int32
TradeAmountEquipment Int32
Unknown040 Int32
Unknown041 Int32
Unknown042 Int32
MaxWood Int32
MaxStone Int32
MaxResourceOther Int32
MaxEquipment Int32
MaxBeer Int32
MaxResourceVariance Int32 added to all max resource values?
Unknown049 Int32
BlacksmithSetting BlacksmithSetting
FletcherSetting FletcherSetting
PoleturnerSetting PoleturnerSetting
SellResource01 Resource
SellResource02 Resource
SellResource03 Resource
SellResource04 Resource
SellResource05 Resource
SellResource06 Resource
SellResource07 Resource
SellResource08 Resource
SellResource09 Resource
SellResource10 Resource
SellResource11 Resource
SellResource12 Resource
SellResource13 Resource
SellResource14 Resource
SellResource15 Resource
Unknown068 Int32
Unknown069 Int32
DefSiegeEngineGoldThreshold Int32 This one makes no sense. In code: [if (Gold + Threshold > 30) then RecruitEngineer()], maybe it was supposed to be minus...
DefSiegeEngineBuildDelay Int32 The delay before the AI builds its first defensive siege engine.
Unknown072 Int32
Unknown073 Int32
RecruitProbDefDefault Int32 The probability with which this AI reinforces missing defense troops.
RecruitProbDefWeak Int32
RecruitProbDefStrong Int32
RecruitProbRaidDefault Int32
RecruitProbRaidWeak Int32
RecruitProbRaidStrong Int32
RecruitProbAttackDefault Int32
RecruitProbAttackWeak Int32
RecruitProbAttackStrong Int32
SortieUnitRangedMax Int32
SortieUnitRanged Unit Type of ranged units that go to the last attacked farm or building, and guard it until another is attacked.
SortieUnitMeleeMax Int32
SortieUnitMelee Unit Type of melee units to attack enemy units shooting at the AI's buildings or workers.
DefDiggingUnitMax Int32 Amount of units that dig own moat.
DefDiggingUnit DiggingUnit Type of unit to dig own moat.
RecruitInterval Int32
RecruitIntervalWeak Int32 The 'weak' state sets in if the AI is completely trashed. F.e. troops < 8, gold < 200, population < 15, ...
RecruitIntervalStrong Int32 The 'strong' state sets in if f.e. the AI has troops >= 40, gold >= 200, population >= 40, ...
DefTotal Int32
Unknown093 Int32
Unknown094 Int32
Unknown095 Int32
DefWalls Int32
DefUnit1 Unit
DefUnit2 Unit
DefUnit3 Unit
DefUnit4 Unit
DefUnit5 Unit
DefUnit6 Unit
DefUnit7 Unit
DefUnit8 Unit
RaidUnitsBase Int32 Base amount of raid troops, Special case: [unknown trigger => end result multiplied by 1.25]
RaidUnitsRandom Int32 Maximum random addition to raid troops. Special cases: [gold > 5000 => multiplied by 2][gold < 1000 => set to 0][enemy gold < 500 => divided by -2]
RaidUnit1 Unit
RaidUnit2 Unit
RaidUnit3 Unit
RaidUnit4 Unit
RaidUnit5 Unit
RaidUnit6 Unit
RaidUnit7 Unit
RaidUnit8 Unit
Unknown115 Int32
Unknown116 Int32
Unknown117 Int32
Unknown118 Int32
Unknown119 Int32
Unknown120 Int32
Unknown121 Int32
Unknown122 Int32
Unknown123 Int32
Unknown124 Int32
AttForceBase Int32 The base amount of troops with which this AI attacks
AttForceRandom Int32 The maximum random amount of additional troops in an attack (this is not the amount by which the troops increase per attack!)
Unknown127 Int32
Unknown128 Int32
Unknown129 Int32
Unknown130 Int32
Unknown131 Int32
Unknown132 Int32
SiegeEngine1 SiegeEngine
SiegeEngine2 SiegeEngine
SiegeEngine3 SiegeEngine
SiegeEngine4 SiegeEngine
SiegeEngine5 SiegeEngine
SiegeEngine6 SiegeEngine
SiegeEngine7 SiegeEngine
SiegeEngine8 SiegeEngine
Unknown141 Int32
Unknown142 Int32
AttMaxEngineers Int32
AttDiggingUnit DiggingUnit This unit is only recruited if the target enemy has moat and used preferably to dig enemy moat.
AttDiggingUnitMax Int32
AttUnit2 Unit
AttUnit2Max Int32
AttMaxAssassins Int32
AttMaxLaddermen Int32
AttMaxTunnelers Int32
AttUnitRangedPush Unit Ranged attack unit that moves towards the enemy keep and shoots
AttUnitRangedPushMax Int32
Unknown153 Int32
AttUnitBackup Unit Attacking unit that holds position and doesn't attack until the walls are breached.
AttUnitBackupMax Int32
Unknown156 Int32
AttUnit5 Unit
AttUnit5Max Int32
AttUnitSiegeDef Unit These units patrol between siege enginees in order to protect them.
AttUnitSiegeDefMax Int32
Unknown161 Int32
AttUnitMain1 Unit The units the AI recruits as main part of the strike force
AttUnitMain2 Unit The units the AI recruits as secondary part of the strike force
Unknown164 Int32
Unknown165 Int32
AttMaxDefault Int32 This does nothing
Unknown167 Int32
TargetChoice TargetingType
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