New Commands for the AI
Posted: Fri Jul 11, 2008 4:23 pm
The first (if you discount AI.SetPoolRatio, an old timer of AACW) to be done!! They have a really big potential to help the AI get a strategic understanding. I know some of you can regret that the AI won't be full generic as before, but the task is so immense, and our resource so tight, that we have to be pragmatic 
What's new:
SetAIPoolRatios renamed to AI.SetPoolRatio. Old syntax supported.
AI.SetPoolRatio. = FamilyUID1|Coeff1|FamilyUID2|Coeff2 ..
Description: In AACW, to give the ideal proportion of units recruited.
<new!> AI.SetAggro = TheaterUID1|Coeff1|TheaterUID2|Coeff2 ..
Description: Allows to modify the perceived superiority (or inferiority) of the AI in a specific AI theater. AI theaters are for now the Grand Areas. Example in AACW Mid Atlantic is a theater. A weather zone or Kentucky is not a theater.
For example: AI.SetAggro = $Mid_Atlantic|150 will multiply by 1.5 the overall combat ratio the AI calculate.
General comment: when above 1, the ratio will give the AI more aggressiveness and it will be more on attack. On the reverse if under 1, the AI will favor defense. The more above 1, the more aggressive the AI will be, and the same for a ratio near 0. AI Ratio are always bound between 5 and 02.
Game Example: This command allows you to favor a defensive or offensive stance in a particular theater. For shorter scenarios, setting a coefficient higher than 100 will help the AI attacks. For example in WIA\Pequot War, a coeff of 200 will ensure some aggressive (and bold!) move. You can alter the ratio by events, depending of the conditions of your liking.
<new!> AI.ChgLocalInterest = RegionUID1|Coeff1|RegionUID2|Coeff2 ..
This command alters how the AI perceive the interest of a region. A coefficient under 100 will reduce the interest, above 100, will increase the interest. Don't hesitate to put extreme coefficients (10 or 20, or on the contrary 200 to 500%), as you are forcing the AI against its natural trend, and she need to be convinced to act unnaturally to her!
Game Example: Set the coefficient of Newport in WIA to 10% for the USA, until Boston is under control (change coefficients by events as you do for many others things). The reasoning is that Newport is a deathtrap for the USA AI, as she has not the maritime superiority and can be trapped there, attracted by the objective, without the possibility to get out.
General Note: The value of a region depends of a dozen of factors, among them the structures types and level, supply level, number of land links, Military control, part of a patch of controlled regions (or isolated one), loyalty, Strategic City or Objective City tags and more... The most important parameters are: is the region a strategic city/objective. A region of almost no interest can have a 2, while a coastal region with a mid-sized town and harbor can get a 30 and the same but as an objective can sore to 200!
That is all, enjoy (I hope), and report! The commands will be available in the next patch of each AGE game.

What's new:
SetAIPoolRatios renamed to AI.SetPoolRatio. Old syntax supported.
AI.SetPoolRatio. = FamilyUID1|Coeff1|FamilyUID2|Coeff2 ..
Description: In AACW, to give the ideal proportion of units recruited.
<new!> AI.SetAggro = TheaterUID1|Coeff1|TheaterUID2|Coeff2 ..
Description: Allows to modify the perceived superiority (or inferiority) of the AI in a specific AI theater. AI theaters are for now the Grand Areas. Example in AACW Mid Atlantic is a theater. A weather zone or Kentucky is not a theater.
For example: AI.SetAggro = $Mid_Atlantic|150 will multiply by 1.5 the overall combat ratio the AI calculate.
General comment: when above 1, the ratio will give the AI more aggressiveness and it will be more on attack. On the reverse if under 1, the AI will favor defense. The more above 1, the more aggressive the AI will be, and the same for a ratio near 0. AI Ratio are always bound between 5 and 02.
Game Example: This command allows you to favor a defensive or offensive stance in a particular theater. For shorter scenarios, setting a coefficient higher than 100 will help the AI attacks. For example in WIA\Pequot War, a coeff of 200 will ensure some aggressive (and bold!) move. You can alter the ratio by events, depending of the conditions of your liking.
<new!> AI.ChgLocalInterest = RegionUID1|Coeff1|RegionUID2|Coeff2 ..
This command alters how the AI perceive the interest of a region. A coefficient under 100 will reduce the interest, above 100, will increase the interest. Don't hesitate to put extreme coefficients (10 or 20, or on the contrary 200 to 500%), as you are forcing the AI against its natural trend, and she need to be convinced to act unnaturally to her!
Game Example: Set the coefficient of Newport in WIA to 10% for the USA, until Boston is under control (change coefficients by events as you do for many others things). The reasoning is that Newport is a deathtrap for the USA AI, as she has not the maritime superiority and can be trapped there, attracted by the objective, without the possibility to get out.
General Note: The value of a region depends of a dozen of factors, among them the structures types and level, supply level, number of land links, Military control, part of a patch of controlled regions (or isolated one), loyalty, Strategic City or Objective City tags and more... The most important parameters are: is the region a strategic city/objective. A region of almost no interest can have a 2, while a coastal region with a mid-sized town and harbor can get a 30 and the same but as an objective can sore to 200!
That is all, enjoy (I hope), and report! The commands will be available in the next patch of each AGE game.