I seem to get affect in save games so you can try to change and then test and then save, change and test and save. Thats how I found some of the problems.The strategies file is to big to post here. I can post the first default strategy as mine is configured and you will get the idea what i have changed.
Made some other changes aswell. For example don't like the new diffrent specialists so have removed all but entertainers and scientists.
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STRATEGY_DEFAULT {
//
// POPULATION ASSIGNMENTS
//
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.1
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.0
LaborerPercent 0.0
MerchantPercent 0.0
EntertainerPercent 0.3
ScientistPercent 0.7
Top 0.2 ProductionCities
}
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.1
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.0
LaborerPercent 0.0
MerchantPercent 0.0
EntertainerPercent 0.3
ScientistPercent 0.7
Bottom 0.2 GrowthCities
}
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.1
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.0
LaborerPercent 0.0
MerchantPercent 0.0
EntertainerPercent 0.3
ScientistPercent 0.7
Default
}
//
// GOVERNMENT SETTING
//
Government GOVERNMENT_TECHNOCRACY
Government GOVERNMENT_VIRTUAL_DEMOCRACY
Government GOVERNMENT_CORPORATE_REPUBLIC
Government GOVERNMENT_DEMOCRACY
Government GOVERNMENT_REPUBLIC
Government GOVERNMENT_MONARCHY
Government GOVERNMENT_TYRANNY
// other governments
// Government GOVERNMENT_ECOTOPIA
// Government GOVERNMENT_VIRTUAL_DEMOCRACY
// Government GOVERNMENT_FASCISM
// Government GOVERNMENT_COMMUNISM
// Government GOVERNMENT_THEOCRACY
//
// WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
//
// set how unhappy our most unhappy city be
MinimumHappiness 73
// set maximum deficit spending percent (ie. spend no more than
// 10% of our savings each turn)
DeficitSpending 0.1
// set maximum percent of gold that should ever be spent on wages to not choke science
MaximumWagePercent 0.25
// try to decrease food
SliderElement { Delta 2 Food }
SliderElement { Delta 1 Production }
SliderElement { Delta 1 Gold }
//
// SCIENCE SETTINGS
//
// percent of gold to put into science
SciencePercent 60
//
// MILITARY READINESS SETTING
//
// maximum percent of production used for military readiness
MaxSupportCostPercent 50
// Peace = 0, Alert = 1, War = 2
ReadinessLevel 2
//
// TERRAIN IMPROVEMENTS
//
// percent of production to put into public works/materials
PublicWorksPercent 30
// amount of public works (materials) to keep in reserve
PublicWorksReserve 100
// only consider building best n tile improvements
MaxEvalTileImprovements 200
// rounds to wait before fixing roads
TimeToFixRoads 10
// rounds to wait before fixing polluted tiles
TimeToFixPollution 20
// stored PW must exceed cost to fix + threshold
FixPollutionThreshold 2000
// bonus for building road tile improvements
RoadUtilityBonus 200
// bonus for building production tile improvements
ImproveProductionBonus 150
// bonus for building growth tile improvements
ImproveGrowthBonus 100
// bonus to apply to cells with goods
ImproveGoodBonus 75
// bonus for growth improvements in smallest 20% of our cities
ImproveSmallCityGrowthBonus 100
// bonus for production improvements in most productive 20% of our cities
ImproveLargeCityProductionBonus 150
// ordered list of terrain improvements that increase growth
ImproveGrowthList IMPROVEMENT_LIST_GROWTH
// ordered list of terrain improvements that increase production
ImproveProductionList IMPROVEMENT_LIST_PRODUCTION
// ordered list of terrain improvements to be randomly spread around
ImproveRandomList IMPROVEMENT_LIST_MISC
//
// GOALS
//
GoalElement { Goal GOAL_DEFEND Priority 500000 MaxEval 2 MaxExec 1 PerCity }
GoalElement { Goal GOAL_SEIGE Priority 510000 MaxEval 50 MaxExec 40 }
GoalElement { Goal GOAL_ATTACK Priority 510000 MaxEval 80 MaxExec 50 }
GoalElement { Goal GOAL_HARASS Priority 455000 MaxEval 50 MaxExec 35 }
GoalElement { Goal GOAL_SETTLE_LAND Priority 900000 MaxEval 25 MaxExec 5 }
GoalElement { Goal GOAL_SETTLE_SEA Priority 900000 MaxEval 25 MaxExec 5 }
GoalElement { Goal GOAL_EXPLORE Priority 7000 MaxEval 15 MaxExec 2 }
GoalElement { Goal GOAL_ENSLAVE_SETTLER Priority 420000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_SLAVE_RAID Priority 400000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_CHOKEPOINT Priority -1000 MaxEval 5 MaxExec 1 }
GoalElement { Goal GOAL_PATROL Priority 5000 MaxEval 0 MaxExec 3 }
GoalElement { Goal GOAL_CONVERT_CITY Priority 400000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_BIOTERROR_CITY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_NANOATTACK_CITY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_HARASS_CITY Priority 30500 MaxEval 3 MaxExec 1 }
GoalElement { Goal GOAL_BOMBARD Priority 510000 MaxEval 60 MaxExec 30 }
GoalElement { Goal GOAL_EXPEL Priority 9000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_PILLAGE Priority 393000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_PIRATE Priority 393000 MaxEval 10 MaxExec 5 }
GoalElement { Goal GOAL_COUNTER_STEALTH Priority 390000 MaxEval 0 MaxExec 0.1 PerCity }
GoalElement { Goal GOAL_GOODY_HUT Priority 7800 MaxEval 10 MaxExec 3 }
GoalElement { Goal GOAL_PLANT_NUKE Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_CREATE_PARK Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_SOOTHSAY Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_ESTABLISH_EMBASSY Priority 900000 MaxEval 10 MaxExec 3 }
GoalElement { Goal GOAL_FRANCHISING Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_STEAL_TECHNOLOGY Priority 440000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_INVESTIGATE_CITY Priority 430000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_INCITE_REVOLUTION Priority 460000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_INJOIN Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_ASSASSINATE Priority 450000 MaxEval 5 MaxExec 3 }
GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority 450000 MaxEval 5 MaxExec 2 }
GoalElement { Goal GOAL_NUKE_CITY Priority 450000 MaxEval 0 MaxExec 0 }
GoalElement { Goal GOAL_WANDER Priority 1 MaxEval 0 MaxExec 1 }
GoalElement { Goal GOAL_SALLY Priority 0 MaxEval 0 MaxExec 1 }
GoalElement { Goal GOAL_REFORM Priority 450000 MaxEval 1 MaxExec 0.5 PerCity}
GoalElement { Goal GOAL_SUE_FRANCHISE Priority 450000 MaxEval 1 MaxExec 0.5 PerCity}
GoalElement { Goal GOAL_RETREAT Priority -300000 MaxEval 1 MaxExec 1 PerCity}
GoalElement { Goal GOAL_DESTROY_ENDGAME Priority 450000 MaxEval 20 MaxExec 5 }
GoalElement { Goal GOAL_PROTECT_ENDGAME Priority 460000 MaxEval 30 MaxExec 15 }
// multiplied by #rounds to target
DistanceModifierFactor -10
// number of armies to try and disband units from per round
DisbandArmyCount 3
// minimum distance between settled cities
// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
MinSettleDistance 4
// cells with settle scores below this threshold will not be used
MinSettleScore 600
//
// BUILD LISTS
//
// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city
// used when deciding what city to rush buy in
RushBuyThreatBonus 10
// Percent of gold expenses last turn to keep in reserve when rush buying
RushBuyReservePercent 2.0
// Percent of civilization support dedicated to units
UnitSupportPercent 0.50
// Unit Percents must total to 1 (100%)
OffensiveUnitsPercent 0.20
DefensiveUnitsPercent 0.30
RangedUnitsPercent 0.20
SeaUnitsPercent 0.15
AirUnitsPercent 0.15
// Number of special units that should be built
SettlerUnitsCount 2
SeaTransportUnitsCount 6
AirTransportUnitsCount 2
SpecialUnitsCount 6
// Do not certain items in cities where if it takes too many turns
MaxSettlerBuildTurns 30
MaxUnitBuildTurns 20
MaxWonderBuildTurns 40
// maximum percent of conventional units to build before building
// special units of specified type
BuildTransportProductionLevel 0.25
BuildSettlerProductionLevel 0.25
// Types of standard units that should be built
OffensiveUnitList UNIT_BUILD_LIST_OFFENSE
DefensiveUnitList UNIT_BUILD_LIST_DEFENSE
RangedUnitList UNIT_BUILD_LIST_RANGED
SeaUnitList UNIT_BUILD_LIST_SEA
AirUnitList UNIT_BUILD_LIST_AIR
// Types of special units that should be built
SettlerUnitList UNIT_BUILD_LIST_LAND_SETTLER
SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
SpecialUnitList UNIT_BUILD_LIST_SPECIAL
FreightUnitList UNIT_BUILD_LIST_FREIGHT
// minimum number of units to keep in cities as a garrison
OffensiveGarrisonCount 1
DefensiveGarrisonCount 1
RangedGarrisonCount 1
// For each city with an empty build queue, build from
// first sequence that applies
BuildListSequenceElement {
Priority 10000
BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
Bottom 0.2
GrowthCities
Advice BUILD_GROWTH_ADVICE
}
BuildListSequenceElement {
Priority 9000
BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
Bottom 0.2
ProductionCities
Advice BUILD_PRODUCTION_ADVICE
}
BuildListSequenceElement {
Priority 6000
BuildListSequence BUILD_LIST_SEQUENCE_GOLD
Bottom 0.2
CommerceCities
Advice BUILD_GOLD_ADVICE
}
BuildListSequenceElement {
Priority 8000
BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
Top 0.2
ThreatenedCities
Advice BUILD_OFFENSE_ADVICE
}
BuildListSequenceElement {
Priority 8000
BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
Top 0.1
ProductionCities
Advice BUILD_SCIENCE_ADVICE
}
BuildListSequenceElement {
Priority 4000
BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
Top 0.1
ProductionCities
Advice BUILD_WONDERS_ADVICE
}
BuildListSequenceElement {
Priority 9000
BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
Bottom 0.2
PowerCities
Advice BUILD_DEFENSE_ADVICE
}
BuildListSequenceElement {
Priority 6000
BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
Bottom 0.2
HappyCities
Advice BUILD_HAPPINESS_ADVICE
}
BuildListSequenceElement {
Priority 2000
BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
Default
Advice BUILD_DEFAULT_ADVICE
}
//
// ADVANCE LIST
//
Research ADVANCE_LIST_DEFAULT
StopResearch ADVANCE_LIST_STOP_RESEARCH
//
// DIPLOMACY
//
// priority for fear motivations
FearInvasion 1000
FearCityDefense 1100
FearPiracy 900
FearScienceRank 800
FearMilitaryRank 800
FearTradeRank 800
FearPollution 900
// priority for desire motivations
DesireAttack 800
DesireGold 900
DesireScience 900
DesireMakeFriend 1500
DesireEnlistFriend 1500
//
// TRADE
//
// only accumulate count of piracy if it occurs within
// memory of last piracy
PiracyMemoryTurns 3
// number of piracy events to accumulate before we kill the route
MaxPiracyEvents 3
//
// FORCE MATCHING
//
// AttackMatch - ratio of army's attack strength to target's defense strength
// DefenseMatch - ratio of army's defense strength to target's attack strength
// RangedMatch - ratio of army's ranged strength to target's ranged strength
// BombardMatch - ratio of army's bombard strength to target's bombard strength
// ValueMatch - ratio of army's value to target's value
Offensive {
AttackMatch 0.6
DefenseMatch 0.2
RangedMatch 0.5
BombardMatch 0.0
ValueMatch 0.6
}
Defensive {
AttackMatch 0.2
DefenseMatch 0.6
RangedMatch 0.2
BombardMatch 0.6
ValueMatch 0.7
}
Harass {
AttackMatch 0.6
DefenseMatch 0.3
RangedMatch 0.6
BombardMatch 0.0
ValueMatch 0.4
}
StealthAttack {
AttackMatch 1.2
DefenseMatch 0.0
RangedMatch 0.0
BombardMatch 0.0
ValueMatch 1.1
}
Bombard {
AttackMatch 0.0
DefenseMatch 0.8
RangedMatch 0.0
BombardMatch 1.1
ValueMatch 0.0
}
Special {
// no force matching for special attacks
AttackMatch 0.0
DefenseMatch 0.0
RangedMatch 0.0
BombardMatch 0.0
ValueMatch 0.0
}
}