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inputs.fli
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1999-06-23
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// inputs.fli
////////////////////////////////////////////////////////////////
////////// WHERE IS HUMAN? ///////////
////////////////////////////////////////////////////////////////
input my_current_savings
right gazoodles_of_current_savings (my_current_savings, 10000.0, 0.5)
input desired_farm_pw
tri zero_desired_farm_pw (desired_farm_pw, 25.0, 25.0)
input desired_road_pw
tri zero_desired_road_pw (desired_road_pw, 25.0, 25.0)
input desired_mine_pw
tri zero_desired_mine_pw (desired_mine_pw, 25.0, 25.0)
input current_military_readiness
tri war_footing( current_military_readiness, 2.0, 0.5)
tri peace_footing( current_military_readiness, 0.0, 0.5)
tri ready_footing( current_military_readiness, 0.0, 0.5)
input unit_to_city_best_human_ratio
tri a2to3unit_to_city_best_human_ratio(unit_to_city_best_human_ratio, 2.5, 0.5)
right aover3unit_to_city_best_human_ratio(unit_to_city_best_human_ratio, 3.0, 0.1)
right aover4unit_to_city_best_human_ratio(unit_to_city_best_human_ratio, 4.0, 0.1)
input unit_to_city_ratio
left dangerously_low_unit_to_city_ratio(unit_to_city_ratio, 3.0, 0.1)
input i_agreed_to_stop_polluting
tri yes_i_agreed_to_stop_polluting(i_agreed_to_stop_polluting, 1.0, 0.5)
input i_can_build_wormhole_probe
tri yes_i_can_build_wormhole_probe(i_can_build_wormhole_probe, 1.0, 0.5)
input can_space_settle
tri yes_can_space_settle(can_space_settle, 1.0, 0.5)
input can_sea_settle
tri yes_can_sea_settle(can_space_settle, 1.0, 0.5)
input diff_level
tri chieftain(diff_level, 0.0, 0.5)
tri warlord(diff_level, 1.0, 0.5)
tri prince(diff_level, 2.0, 0.5)
tri king(diff_level, 3.0, 0.5)
tri emporer(diff_level, 4.0, 0.5)
tri diety(diff_level, 5.0, 0.5)
output chieftain_test[0.0, 2.0] =0.0
tri yes_chieftain(chieftain_test, 1.0, 0.5)
output diety_test[0.0, 2.0] =0.0
tri yes_diety(chieftain_test, 1.0, 0.5)
if(chieftain)
{
yes_chieftain
}
input most_human_city_delta
tri my_cities_equal_to_human(most_human_city_delta, 0.0, 3.0)
right i_have_two_or_more_cities_than_human(most_human_city_delta, 2.0, 0.5)
right i_have_four_or_more_cities_than_human(most_human_city_delta, 4.0, 0.5)
right i_have_six_or_more_cities_than_human(most_human_city_delta, 6.0, 0.5)
right i_have_eight_or_more_cities_than_human(most_human_city_delta, 8.0, 0.5)
right i_have_ten_or_more_cities_than_human(most_human_city_delta, 10.0, 0.5)
input highest_enemy_strength_ratio
tri i_am_weaker_4x_plus_than_strongest(highest_enemy_strength_ratio, 0.15, 0.15)
tri i_am_weaker_2x_to_4x_than_strongest(highest_enemy_strength_ratio, 0.5, 0.3)
tri i_am_equal_to_strongest(highest_enemy_strength_ratio, 1.5, 0.6)
tri i_am_stronger_2x_to_4x_than_strongest(highest_enemy_strength_ratio, 3.0, 1.0)
right i_am_stronger_4x_plus_than_strongest(highest_enemy_strength_ratio, 5.0, 1.0)
input highest_human_enemy_strength_ratio
tri i_am_weaker_4x_plus_than_strongest_human(highest_human_enemy_strength_ratio, 0.15, 0.15)
tri i_am_weaker_2x_to_4x_than_strongest_human(highest_human_enemy_strength_ratio, 0.5, 0.3)
tri i_am_equal_to_strongest_human(highest_human_enemy_strength_ratio, 1.5, 0.6)
tri i_am_stronger_2x_to_4x_than_strongest_human(highest_human_enemy_strength_ratio, 3.0, 1.0)
right i_am_stronger_4x_plus_than_strongest_human(highest_human_enemy_strength_ratio, 5.0, 1.0)
input total_enemy_strength_ratio
tri i_am_weaker_4x_plus_than_total_enemies(total_enemy_strength_ratio, 0.15, 0.15)
tri i_am_weaker_2x_to_4x_than_total_enemies(total_enemy_strength_ratio, 0.5, 0.3)
tri i_am_equal_to_total_enemies(total_enemy_strength_ratio, 1.5, 0.6)
tri i_am_stronger_2x_to_4x_than_total_enemies(total_enemy_strength_ratio, 3.0, 1.0)
right i_am_stronger_4x_plus_than_total_enemies(total_enemy_strength_ratio, 5.0, 1.0)
input allies_vs_enemies_strength_ratio
tri allies_weaker_4x_plus_than_total_enemies(allies_vs_enemies_strength_ratio, 0.15, 0.15)
tri allies_weaker_2x_to_4x_than_total_enemies(allies_vs_enemies_strength_ratio, 0.5, 0.3)
tri allies_equal_to_total_enemies(allies_vs_enemies_strength_ratio, 1.5, 0.6)
tri allies_stronger_2x_to_4x_than_total_enemies(allies_vs_enemies_strength_ratio, 3.0, 1.0)
right allies_stronger_4x_plus_than_total_enemies(allies_vs_enemies_strength_ratio, 5.0, 1.0)
input most_human_adv_known_delta
tri i_know_5plus_more_than_human(most_human_adv_known_delta, -50.0, 45.0)
tri i_know_5plus_less_than_human(most_human_adv_known_delta, 50.5, 45.0)
input ratio_advance_cost_me_to_best_human
tri lots_more_advanced_than_best_human(ratio_advance_cost_me_to_best_human, 4.0, 1.0)
tri more_advanced_than_best_human(ratio_advance_cost_me_to_best_human, 2.5, 1.0)
tri equally_advanced_to_best_human(ratio_advance_cost_me_to_best_human, 1.2, 0.3)
tri less_advanced_than_best_human(ratio_advance_cost_me_to_best_human, 0.6, 0.3)
tri lots_less_advanced_than_best_human(ratio_advance_cost_me_to_best_human, 0.15, 0.15)
input ratio_advance_cost_me_to_best_other
tri lots_more_advanced_than_best_other(ratio_advance_cost_me_to_best_other, 4.0, 1.0)
tri more_advanced_than_best_other(ratio_advance_cost_me_to_best_other, 2.5, 1.0)
tri equally_advanced_to_best_other(ratio_advance_cost_me_to_best_other, 1.2, 0.3)
tri less_advanced_than_best_other(ratio_advance_cost_me_to_best_other, 0.6, 0.3)
tri lots_less_advanced_than_best_other(ratio_advance_cost_me_to_best_other, 0.15, 0.15)
input distance_to_nearest_human_capitol
tri human_capitol_ten_or_less(distance_to_nearest_human_capitol, 5.0, 4.5)
tri human_capitol_ten_to_fifteen(distance_to_nearest_human_capitol, 11.5, 4.0)
right human_capitol_twenty_or_more(distance_to_nearest_human_capitol, 20.0, 1.0)
input public_works
left asub500_public_works(public_works, 500.0, 10.0)
tri a100to300_public_works(public_works, 200.0, 100.0)
tri a250to500_public_works(public_works, 375.0, 125.0)
tri a500to1000_public_works(public_works, 750.0, 250.0)
tri a1000to1500_public_works(public_works, 1250.0, 250.0)
tri a1400to2400_public_works(public_works, 1900.0, 500.0)
tri a2000to4000_public_works(public_works, 3000.0, 1000.0)
tri a3000to6000_public_works(public_works, 4500.0, 1500.0)
right aover5000_public_works(public_works, 5100.0, 150.0)
right aover10000_public_works(public_works, 10100.0, 150.0)
input count
tri low_count(count, 5.0, 5.0)
tri med_count(count, 10.0, 5.0)
tri high_count(count, 15.0, 5.0)
tri reddog1_count(count, 3.0, 0.5)
tri reddog2_count(count, 7.0, 0.5)
tri reddog3_count(count, 10.0, 0.5)
tri reddog4_count(count, 19.0, 0.5)
tri farm_count(count, 10.0, 0.5)
input longest_war
tri start_war(longest_war, 2.5, 2.0)
tri phase1_war(longest_war, 2.5, 2.5) // gather
tri phase2_war(longest_war, 15.0, 10.0) // attack
tri phase3_war(longest_war, 45.0, 10.0) // retreat
tri phase4_war(longest_war, 65.0, 10.0) // attack
tri phase5_war(longest_war, 85.0, 10.0) // retreat
right endless_war(longest_war, 90.0, 5.0) // go back to more standard tactics
input shortest_peace
tri zero_length_peace(shortest_peace, 0.0, 0.5)
tri a0to5_peace(shortest_peace, 5.0, 5.0)
tri a5to15_peace(shortest_peace, 10.0, 5.0)
tri a10to20_peace(shortest_peace, 15.0, 5.0)
right a20plus_peace(shortest_peace, 20.0, 5.0)
input lowest_unit_regard
tri hot_war_with_most_hostile(lowest_unit_regard, 10.0, 9.0)
tri hot_war_prep_with_most_hostile(lowest_unit_regard, 23.5, 3.0)
tri cold_war_with_most_hostile(lowest_unit_regard, 30.0, 9.5)
tri cold_war_prep_with_most_hostile(lowest_unit_regard, 43.5, 3.0)
tri peace_parital_with_most_hostile(lowest_unit_regard, 55.0, 15.0)
tri peace_with_most_hostile(lowest_unit_regard, 90.0, 15)
input total_military_incursions
tri no_incursions(total_military_incursions, 0.0, 0.1)
tri one_incursion(total_military_incursions, 1.0, 0.1)
tri few_incursions(total_military_incursions, 3.0, 1.9)
right many_incursions(total_military_incursions, 6.0, 1.0)
// set the military readiness costs
input percent_cost_readiness
tri cheap_army_pcr(percent_cost_readiness, 0.10, 0.1)
tri getting_costly_army_pcr(percent_cost_readiness, 0.20, 0.1)
tri costly_army_pcr(percent_cost_readiness, 0.30, 0.1)
right ouch_army_pcr(percent_cost_readiness, 0.4, 0.1)
// how many people am I fighting
input at_war_count
tri zero_at_war(at_war_count, 0.0, 0.5)
tri one_at_war(at_war_count, 1.0, 0.5)
tri two_at_war(at_war_count, 2.0, 0.5)
tri three_at_war(at_war_count, 3.0, 0.5)
tri four_at_war(at_war_count, 4.0, 0.5)
tri five_at_war(at_war_count, 5.0, 0.5)
tri six_at_war(at_war_count, 6.0, 0.5)
input land_continents_full
left empty_continent(land_continents_full, 0.1, 0.3)
tri average_continent(land_continents_full, 0.4, 0.2)
right full_continent(land_continents_full, 0.75, 0.1)
input land_continents_full_of_friends
left empty_continent_except_friends(land_continents_full_of_friends, 0.1, 0.3)
tri average_continent_except_friends(land_continents_full_of_friends, 0.4, 0.2)
right full_continent_except_friends(land_continents_full_of_friends, 0.75, 0.1)
input percent_wages_needed_content
tri zero_percent_wages_needed_content(percent_wages_needed_content, 0.0, 0.05)
tri ten_percent_wages_needed_content(percent_wages_needed_content, 0.1, 0.05)
tri twenty_percent_wages_needed_content(percent_wages_needed_content, 0.2, 0.05)
tri thirty_percent_wages_needed_content(percent_wages_needed_content, 0.3, 0.05)
tri fourty_percent_wages_needed_content(percent_wages_needed_content, 0.4, 0.05)
tri fifty_percent_wages_needed_content(percent_wages_needed_content, 0.5, 0.05)
tri sixty_percent_wages_needed_content(percent_wages_needed_content, 0.6, 0.05)
tri seventy_percent_wages_needed_content(percent_wages_needed_content, 0.7, 0.05)
tri eighty_percent_wages_needed_content(percent_wages_needed_content, 0.8, 0.05)
tri ninety_percent_wages_needed_content(percent_wages_needed_content, 0.9, 0.05)
right max_percent_wages_needed_content(percent_wages_needed_content, 1.0, 0.05)
input city_delta
tri neg3minus_city_delta(city_delta, -15.0, 12.0)
tri neg3toneg1_city_delta(city_delta, -2.0, 1.0)
tri neg3topos3_city_delta(city_delta, 0.0, 3.0)
tri neg2topos2_city_delta(city_delta, 0.0, 2.0)
tri neg2topos4_city_delta(city_delta, 1.0, 3.0)
right pos3plus_city_delta(city_delta, 20.0, 17.0)
input num_cities
left no_num_cities(num_cities, 0.0, 1.0)
tri a1_num_cities(num_cities, 1.0, 0.5)
tri a2to3_num_cities(num_cities, 2.5, 0.6)
tri a2_num_cities(num_cities, 2.0, 0.5)
tri a1to5_num_cities(num_cities, 3.0, 2.5)
tri a1to7_num_cities(num_cities, 4.0, 3.5)
tri a3to5_num_cities(num_cities, 4.0, 1.5)
tri a3to7_num_cities(num_cities, 5.0, 2.0)
tri a5to9_num_cities(num_cities, 7.0, 2.0)
tri a7to11_num_cities(num_cities, 9.0, 2.0)
tri a9to13_num_cities(num_cities, 11.0, 2.0)
tri a11to15_num_cities(num_cities, 13.0, 2.0)
tri a13to17_num_cities(num_cities, 15.0, 2.0)
tri a15to19_num_cities(num_cities, 17.0, 2.0)
tri a17to21_num_cities(num_cities, 19.0, 2.0)
tri a19to23_num_cities(num_cities, 21.0, 2.0)
tri a21to25_num_cities(num_cities, 23.0, 2.0)
tri a23to27_num_cities(num_cities, 25.0, 2.0)
right averybig_num_cities(num_cities, 27.0, 2.0)
tri a5to25_num_cities(num_cities, 15, 10.0)
tri a10to25_num_cities(num_cities, 17.5, 7.5)
tri a1to9_num_cities(num_cities, 5.0, 4.5)
right giant_num_cities(num_cities, 30.0, 5.0)
input time
tri first_turn(time, 0.0, 0.1)
left ancient_time(time, 40.0, 40.0)
right future_time(time, 250, 5.0)
tri a0to15_turns(time, 7.5, 7.5)
right a35_or_more_turns(time, 35.0, 0.1)
tri a0to100_turns(time, 50.0, 50.0)
tri a0to200_turns(time, 100.0, 101.0)
tri a0to150_turns(time, 75.0, 75.0)
tri a100to200_turns(time, 150.0, 50.0)
tri a100to150_turns(time, 125.0, 25.0)
tri a150to200_turns(time, 175.0, 25.0)
tri a0to50_turns(time, 25.0, 25.0)
tri a50to200_turns(time, 125.0, 75.0)
tri a200to300_turns(time, 250.0, 50.0)
tri a175to275_turns(time, 225, 75.0)
tri medieval_time(time, 120.0, 45.0)
tri renaissance_time(time, 200, 45.0)
tri industrial_time(time, 280, 45.0)
tri information_time(time, 360, 45.0)
tri genetic_time(time, 300, 75.0)
right aover300_turns(time, 310, 10.0)
right a200plus_turns(time, 210.0, 10.0)
right diamond_time(time, 400, 50.0)
right not_ancient_time(time, 100, 5.0)
output opening_gambit_time[0.0, 2.0] = 0.0
tri yes_opening_gambit_time(opening_gambit_time, 1.0, 0.5)
if(ancient_time)
{
yes_opening_gambit_time
}
input size_of_world
tri a24_48_map(size_of_world, 1152, 250.0)
tri a32_64_map(size_of_world, 2048, 250.0)
tri a48_96_map(size_of_world, 4608, 250.0)
tri a64_128_map(size_of_world, 1152, 250.0)
tri a70_140_map(size_of_world, 8192, 250.0)
input wgf_prod_setting
input wgf_gold_setting
input wgf_food_setting
tri lowest_wgf_food(wgf_food_setting, -2.0, 0.5)
tri low_wgf_food(wgf_food_setting, -1.0, 0.5)
tri average_wgf_food(wgf_food_setting, 0.0, 0.5)
tri high_wgf_food(wgf_food_setting, 1.0, 0.5)
tri highest_wgf_food(wgf_food_setting, 2.0, 0.5)
input income_expense_cleric
input income_expense_crime
input income_expense_maintenance
input income_expense_wages
input income_expense_science
input income_expense_savings
tri dangerously_low_income_expense_savings(income_expense_savings, 0.15, 0.15)
input gold_and_wage_percent_cost
right dangerously_high_gold_and_wages_cost(gold_and_wage_percent_cost, 0.8, 0.1)
input save_expense_overtime
input sci_ave_turns_to_advance
input overall_threat
input income_expense_cleric
input income_expense_crime
input income_expense_maintenance
input income_expense_wages
input income_expense_science
input income_expense_savings
input save_expense_overtime
input sci_ave_turns_to_advance
left fast_fast_science (sci_ave_turns_to_advance, 1.0, 1.0)
tri fast_science (sci_ave_turns_to_advance, 3.0, 1.5)
tri ave_science (sci_ave_turns_to_advance, 4.0, 1.5)
tri slow_science (sci_ave_turns_to_advance, 6.0, 1.5)
right slow_slow_science (sci_ave_turns_to_advance, 9.0, 2.0)
input power_ratio
tri strong_strong_power_ratio(power_ratio, 0.3, 0.2)
tri strong_power_ratio(power_ratio, 0.4, 0.4)
tri even_power_ratio(power_ratio, 1.0, 0.4)
tri pretty_even_power_ratio(power_ratio, 2.0, 1.0)
tri weak_power_ratio(power_ratio, 4.0, 2.0)
right weak_weak_power_ratio(power_ratio, 6.0, 2.0)
input total_pop_size
tri one_total_pop(total_pop_size, 1.0, 0.25)
tri two_total_pop(total_pop_size, 2.0, 0.25)
input num_players_in_game
tri three_players(num_players_in_game, 3.0, 0.5)
tri four_players(num_players_in_game, 4.0, 0.5)
tri five_players(num_players_in_game, 5.0, 0.5)
tri six_players(num_players_in_game, 6.0, 0.5)
tri seven_players(num_players_in_game, 7.0, 0.5)
tri eight_players(num_players_in_game, 8.0, 0.5)