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    • Diff for "CategoryConfigGoals"
    Differences between revisions 5 and 6
    Revision 5 as of 2012-10-22 01:23:29
    Size: 2938
    Editor: Inanna
    Comment:
    Revision 6 as of 2012-11-06 00:14:21
    Size: 2940
    Editor: Susannah
    Comment:
    Deletions are marked like this. Additions are marked like this.
    Line 1: Line 1:
    These are all the config goals. Config goals must be writting with the following syntax:
      config goalname:value e.g.: config comfort:1
    These are all the config goals. Config goals must be written with the following syntax:
      config goalname:value      e.g.: config comfort:1
    Line 5: Line 5:
      config goalname:value,goalname:value,goalname:value e.g.: config comfort:1,npc:5,hero:21,buildnpc:15   config goalname:value,goalname:value,goalname:value     e.g.: config comfort:1,npc:5,hero:21,buildnpc:15
    Line 7: Line 7:
    Values for config goals may be an on/off (yes/no) switch of 1 for on/yes, or 0 for off/no... or they may be a specific value determined by the goal, for example config buildnpc:5 to build level 5 npcs or config defensecooldown:30 to specify 30 seconds. Always check with the specific goal to see what value it expects. Values for config goals may be an on/off (yes/no) switch of 1 for on/yes, or 0 for off/no...or they may be a specific value determined by the goal, e.g.: config buildnpc:5 to build level 5 npcs or config defensecooldown:30 to specify 30 seconds.
    Always check with the specific goal to see what value it expects.

    These are all the config goals. Config goals must be written with the following syntax:

    • config goalname:value e.g.: config comfort:1

    Multiple config goals can be combined on one line as follows:

    • config goalname:value,goalname:value,goalname:value e.g.: config comfort:1,npc:5,hero:21,buildnpc:15

    Values for config goals may be an on/off (yes/no) switch of 1 for on/yes, or 0 for off/no...or they may be a specific value determined by the goal, e.g.: config buildnpc:5 to build level 5 npcs or config defensecooldown:30 to specify 30 seconds. Always check with the specific goal to see what value it expects.

    You may not provide multiple values for a config goal, e.g.: config buildnpc:5,10 will not work.

    Abandon

    Abandon Goal

    Usage:

    config abandon:[switch]

    Example:

    config abandon:1

    Default:

    config abandon:0

    Switch:

    0 = off
    1 = on

    This goal tells the bot that you are planning to abandon this city. The bot will destroy all troops, wall defenses, and queues in the city and will lower loyalty by levying and adjusting the tax rate upwards. The bot will not perform comforting actions on the city with this goal set. This is useful when you plan to give a city away or abandon it. The bot will not automatically abandon the city once it reaches 0 loyalty.

    WARNING

    You should run EvacuateTown in the scripts window before you set this goal!

    Be sure to move out All heroes as well

    Abandon Script

    Usage:

    abandon XXX,YYY

    Example:

    abandon 111,222

    This script tells the bot to abandon the valley at 111,222.

    AbandonFlats

    Usage:

    config abandonflats:[switch]

    Example:

    config abandonflats:1

    Default:

    config abandonflats:0

    This goal, combined with AcquireFlats, can instruct the bot to automatically capture, hold, and release flats for maintenance to level them up in order to build npcs of the desired level. With this goal enabled, the bot will attempt to abandon all flats it is currently holding that do not meet the specified level for building as npcs. The bot will abandon flats during the maintenance warning, when it pauses normally, usually around the "5 minute left" mark. Flats abandoned at this time will be recaptured either for building or holding, if AcquireFlats is enabled.

    AcquireFlats

    Usage:

    config acquireflats:[switch]

    Example:

    config acquireflats:1

    Default:

    config acquireflats:0

    Switch:

    0 - Disable acquireflats
    1 - Enable acquireflats
    2 - Enable acquireflats even if no open city slots

    This goal, combined with AbandonFlats, can instruct the bot to automatically capture, hold, and release flats for maintenance to level them up in order to build npcs of the desired level. With this goal enabled, the bot will attempt to acquire (capture) all flats within the npc building distance specificed in DistancePolicy or NpcBuildPolicy and hold them. It will hold as many flats as possible, so be aware you will lose valleys in order to hold them.

    The bot will use any available hero for flat acquisition, unless specified otherwise in ValleyHeroes.

    AttackGap

    Usage:

    config attackgap:[seconds]

    Example:

    config attackgap:3

    Default:

    config attackgap:6

    This goal allows you to instruct the bot how many seconds in between attacking waves constitutes a separate attack for purposes of evasion.

    With the example above, the bot will consider all attacks at least 3 seconds apart as separate attacks, and try to evade each of them. If the time between is less, it will evade them together only once.

    BuildNpc

    Usage:

    config buildnpc:[switch]

    Example:

    config buildnpc:15

    Default:

    config buildnpc:0

    Switch:

    0 - Disable buildnpc
    1 - Build npcs level 1
    2 - Build npcs level 2
    3 - Build npcs level 3
    4 - Build npcs level 4
    5 - Build npcs level 5
    10 - Build npcs level 10
    15 - Build npcs level 5 & 10
    20 - Convert all flats to npcs

    Combined with NpcBuildPolicy, this tells the bot what levels of npcs you wish to have it build for you. The bot will attack open flats of the requested levels using the troops specified in ValleyTroops, or the default if one is not set. The bot will use any available hero for flat acquisition to build npcs on, unless specified otherwise in ValleyHeroes.

    Comfort

    Comfort Goal

    Usage:

    config comfort:[switch]

    Example:

    config comfort:1

    Default:

    config comfort:1

    Switch:

    0 = off
    1 = on

    Enable the comfort goal and the bot will automagically perform comforting on your city as required. This goal along with config gate:[time], config hiding:[time], config npc:[level] all working together can make your cities virtually impossible to capture. With comforting activated the bot will raise loyalty, reduce grievance, adjust tax rates to prevent riots, and perform miscellaneous comforting actions as specified in comfortpolicy. Comfort can be used by itself or along with comfortpolicy. If you want to use comfortpolicy, this goal is required.

    Comfort Script

    Usage:

    comfort comforttype

    Example:

    comfort pray
    comfort 1
    comfort bless
    comfort 4

    Comfort Types:

    1 - relief
    2 - pray
    3 - bless
    4 - popraise

    Performs one of the comfort commands in the city that it is run from.

    DefenseCooldown

    Usage:

    config defensecooldown:[minutes]

    Example:

    config defensecooldown:10

    Default:

    config defensecooldown:30

    This goal allows you to instruct how long after an attack hits you - or is recalled - for the bot to consider you still "under attack".

    Junk attacks will not trigger defensecooldown to start.

    The bot uses the defensecooldown period for a number of things, one is to keep the embassy open when using config Embassy:2. Another is for the DefensePolicy goal's switches such as autotruce or autospeech.

    Embassy

    Usage:

    config embassy:[value]

    Example:

    config embassy:1

    Default:

    config embassy:1

    This goal allows you to instruct the bot how you want your embassy box checked. 1 will keep the embassy always open, 0 will keep the embassy always closed, and 2 will open the embassy only during an attack and shortly after an attack based on the DefenseCooldown setting.

    Default is '1' for always open.

    FarmingCycle

    Usage:

    config farmingcycle:[hours]

    Example:

    config farmingcycle:6

    Default:

    config farmingcycle:8.4

    By default, the bot will farm the npcs in range once every 8.4 hours. You can change the duration between restarting the farming cycle with this. Each city can have a different number of hours to restart farming from the beginning.

    The bot can use fractional numbers for farmingcycle; for example, farmingcycle:0.5 would be able to hit the npcs again after 30 minutes.

    The bot will process priority of how often to farm as shown here.

    FarmingCycleMin

    Usage:

    config farmingcyclemin:[hours]

    Example:

    config farmingcyclemin:1

    Default:

    none (8.4 hour cycle default)

    Using this goal, the bot can select which npc to farm next based on a calculated "best option" using the resources refilled in the npc since your last attack on it, and the travel time to the npc and back.

    With farmingcyclemin, you can tell the bot how many hours minimum since a particular npc was hit, before it can hit it again if it's the best option to attack next. This will work in conjunction with config farmingcycle, using farmingcycle as the max hours since the last hit. This goal only affects level 1-5 npc farming. If farmingcyclemin is used, but farmingcycle is not, it will default to a max 8.4 hours.

    As an example, let's say you have 2 npcs at 1 mile away with 50% of their resources regenerated that you hit 4 hours ago, and 1 npc at 6 miles away with 100% of its resources regenerated that you have not hit yet. If you had standard npc farming enabled, the bot would attack the npc at 6 miles, and travel an hour or more there and back. If you had this goal set to 4 hours or less, then the bot could hit both of those closer npcs and get the same amount of resources, and still be back ready to go again in less time.

    The bot will process priority of how often to farm as shown here.

    FastHero

    Usage:

    config fasthero:[base]

    Example:

    config fasthero:65

    Default:

    config fasthero:0

    With this config enabled, the bot will attempt to quickly hire and fire heroes from the inn, keeping only heroes of the base attribute specified while keeping your config hero:x goal in mind. In the example above, with config hero:10 set, you want the bot to keep 1 politics hero and the rest attack heroes. With config fasthero:65 set, the bot will attempt to hire & fire until it has found 1 65+ base politics hero and the rest 65+ base attack heroes. Having a level 1 inn in the city is recommended for this goal in order to save gold.

    A hero may be fired if its base stat is lower than fasthero setting AND if it is not protected by your KeepHeroes goal. Fasthero will stop hiring when it has only 1 space left for the TrainingHero to enter the city, or when it has reached your FeastingHallSpace goal setting + 1 more for TrainingHero.

    When selecting which hero to fire, the bot will only choose from idle heroes. This means a better hero may be fired if a worse one is out farming. A helpful tip if filling multiple slots of heroes with fasthero in a city that is capable of farming npcs is to set valleyheroes and npcheroes using advanced hero strings to only use those with a high(er) base. For example,npcheroes 5 any:base>=65, would allow npc farming to only send out a hero with 65 or higher base, so that the junk ones fasthero is still processing will be idle for it to fire and replace.

    Config hero:10 or higher must be set before this goal will function. You must also have over 1 million gold in your city.

    If fasthero is set to 120 or higher, then it will search for heroes in a different way. The hero's combined base of attack + intel will be taken into account. So for example, if a hero has 65 attack and 65 intel and is level 10, it's combined base would be 65+65-10 = 120 and would be kept with config fasthero:120. When selecting which hero to fire with a 120+ fasthero setting, the bot will choose from all available heroes, not just idle ones.

    FeastingHallSpace

    Usage:

    config feastinghallspace:[spaces]

    Example:

    config feastinghallspace:1

    Default:

    config feastinghallspace:0

    This goal tells the bot how many slots empty you want in your feasting hall in regards to automatic hero hiring. One space is reserved by the bot for the TrainingHero regardless of this goal.

    As an example, if you set config feastinghallspace:4 the bot will stop hiring new heroes when there are 4 spaces plus 1 for the traininghero.

    It is important to note the bot does not automatically hire heroes just because this goal is set. You must still use another goal, e.g. FastHero, if you want the bot to hire them.

    FortsUseReserved

    Usage:

    config fortsusereserved:[switch]

    Example:

    config fortsusereserved:1

    Default:

    config fortsusereserved:0

    Switch:

    1 = 100%
    0.5 = 50%
    etc.

    By default, the bot will attempt keep 1 day's worth of food in each city. The bot will not queue wall defenses if doing so would bring it under this amount of days. You can override this behavior and allow it to continue to queue new fortifications by enabling this goal.

    WARNING

    Enabling this without knowing what you're doing could cause the bot to send your city into refuge!

    Gate

    Usage:

    config gate:[minutes]

    Example:

    config gate:1
    config gate:0.1

    Default:

    config gate:0

    With this option activated the bot will open and close the gates depending on the type of attack waves approaching the city. Town defense is quite complex; the bot can defend your city when it is strong, weak, or extremely weak. In general, if you have 300,000 archers the bot will allow scout bombs to hit; below 100,000 archers, the bot will close the gate when attacked but will open the gate to deal with small loyalty attacks. When used along with GatePolicy, you can instruct the bot what types of attacks to open for, and what to close for.

    In the 1st example above, the bot would open or close gates 1 minute before an incoming attack. In the 2nd example, the bot would open or close gates 0.1 minute, or 6 seconds, before an incoming attack.

    Note that the bot will automatically take into account the "Server time difference" shown at login. This is the time difference between your computer's clock and evony's clock.

    Hero

    Usage:

    config hero:[switch]

    Example:

    config hero:10

    Default:

    config hero:0

    Switch:

    0 - Disable Hero Management
    1 - Level up & reward heroes only
    10 - Keep 1 good Politics hero all other attack heroes
    11 - Keep 1 good Politics and 1 good Intel hero all others attack heroes
    12 - Keep 1 good Politics and 2 good Intel heroes all others attack heroes
    20 - Keep 2 good Politics heroes all others attack heroes
    21 - Keep 2 good Politics and 1 good Intel hero all others attack heroes
    22 - Keep 2 good Politics and 2 good Intel heroes all others attack heroes

    This config will tell the bot how you wish your heroes to be hired, rewared, and otherwise managed by the various automated tasks the bot does.

    In the the 3rd example above (switch 10), the bot will keep 1 politics hero and in all the rest of your available feasting hall slots it will keep attack heroes.

    This goal must be set to 10+ in order for FastHero to function.

    It is important to note that when a task in the bot, for example TrainingHero movement or FastHero, need a space opened up in the feasting hall that it will consider config hero as its base for what type of hero to fire. If you have for example, config hero:20 then it will disregard the 2 best politics heroes, and then fire one of the remaining heroes with the worst attack score. This worst attack score could very well be an intel hero or a third poli hero. It will not necessarily fire the lowest level hero or a junk captured hero if they have a better attack score. Config hero should reflect what type of heroes you want left in the city, and used alongside KeepHeroes and KeepCapturedHeroes goals to ensure the bot never fires a hero you want to keep.

    Hiding

    Usage:

    config hiding:[minutes]

    Example:

    config hiding:0.5

    Default:

    config hiding:0 (off)

    When enabled, the hiding goal will attempt to hide resources and excess troops when under attack by moving a rainbow and resources. This will ensure you have sufficient resources and troops to continue defending. This goal is very useful when your city is still weak; if there are more troops/layers in your city than open rally spots can accommodate, then the rainbow hiding may not be effective.

    The bot requires an available hero in the town to send the evasion attack for the rainbow. It will not demote the mayor for this purpose. If all heroes are out farming or the rally spots are all full, hiding will fail. Therefore, you should use HomeHeroes or KeepAttHome with this goal.

    In the example above, the bot will attempt to hide troops and resources 30 seconds prior to the attack landing.

    Hunting

    Usage:

    config hunting:[switch]

    Example:

    config hunting:5

    Default:

    config hunting:0

    Switch:

    0 Do not hunt for medals
    1 Hunt for medals in level 2 to 3 valleys
    2 Hunt for medals in level 4 to 6 valleys
    3 Hunt for medals in level 7 to 9 valleys
    4 Hunt for medals in level 9 & 10 valleys
    5 Hunt for medals in level 10 valleys only
    6 Hunt for medals in level 6 valleys
    7 Hunt for medals in level 7 valleys
    8 Hunt for medals in level 8 valleys
    9 Hunt for medals in level 9 valleys
    10 Hunt for medals in level 10 valleys only

    By enabling this goal, the bot is instructed to farm the appropriate levels of valleys for medals. The bot will abandon 1 or more of your valleys to free up slots to hunt with. The bot hunts for medals via the catch & release method - capturing a valley and abandoning it before the next attack lands. The bot will use the specified ValleyTroops for medal hunting, or the default if not set.

    The nearest valley of the right level that is within the maximum miles for medal farming as set in DistancePolicy will be used, unless specified otherwise with HuntingPos or HuntingType.

    The bot will use any available hero for hunting, unless specified otherwise in ValleyHeroes.

    The default troops used to medal hunt and valley farm:

    Warriors

    Scouts

    Pikemen

    Swordsmen

    Cavalry

    Archers

    Ballistas

    lvl 1

    0

    0

    0

    0

    0

    50

    0

    lvl 2

    0

    0

    0

    0

    0

    100

    0

    lvl 3

    0

    0

    0

    0

    0

    200

    0

    lvl 4

    1

    0

    1

    1

    0

    400

    0

    lvl 5

    1

    0

    1

    1

    1

    1000

    0

    lvl 6

    1

    0

    1

    1

    1

    2000

    0

    lvl 7

    1

    0

    1

    1

    1

    5000

    0

    lvl 8

    1

    0

    1

    1

    1

    10000

    1

    lvl 9

    1

    0

    1

    1

    1

    20000

    1000

    lvl 10

    1

    0

    1

    1

    1

    25000

    2000

    KeepAttHome

    Usage:

    config keepatthome:[switch]

    Example:

    config keepatthome:1

    Default:

    config keepatthome:0

    Switch:

    0 = off
    1 = on

    By default the bot will send out all attack heroes on farming runs. With this goal set, the bot will keep the highest attack hero home in the city for defensive purposes.
    When set the bot will keep the best hero (traininghero excluded) at home, unless training is enabled, then it keeps the 2nd best.

    MonitorArmy

    Usage:

    N/A

    Example:

    N/A

    Default:

    N/A

    This goal doesn't do anything. It's kinda like an urban legend. It never worked, not on Neat or YAEB. Some knucklehead added the goal name so that it wouldn't error but never made it do anything. I have this entry in the wiki only because people ask why it's not working or where they can find info on it :) Sorry!

    NoHealing

    Usage:

    config nohealing:[switch]

    Example:

    config nohealing:1

    Default:

    config nohealing:0

    Switch:

    0 = off
    1 = on

    When this goal is turned on, it will tell your bot that you do not want it to heal injured troops in the medic camp.

    NoMayor

    Usage:

    config nomayor:[switch]

    Example:

    config nomayor:1

    Default:

    config nomayor:0

    Switch:

    0 = off
    1 = on

    With this goal turned on, the bot will not keep a mayor appointed in the city. This will allow the politics hero to be sent out on farming runs.

    Note - you should use config trainpol:1 instead of config nomayor:1 to allow the politics hero to farm npcs and still be appointed mayor when it is not on a npc run.

    Npc

    Usage:

    config npc:[switch]

    Example:

    config npc:5

    Default:

    config npc:0

    Switch:

    1 - Attack npcs 1+
    2 - Attack npcs 2+
    3 - Attack npcs 3+
    4 - Attack npcs 4+
    5 - Attack npcs 5+
    6 - Attack npcs 6+
    7 - Attack npcs 7+
    8 - Attack npcs 8+
    9 - Attack npcs 9+
    10 - Attack npcs 10 only

    Enabling this config will start npc farming for you. The bot will start with the highest level npc it is configured to farm, and work its way down to lower level npcs when transports/ballistas or troops/heroes/whatever are unavailable to farm the higher levels. Be sure to set config npc to the lowest level of npc you wish to farm.

    Level 1-5 npcs can be farmed with no losses for free resources with the proper research and troops, whereas level 6+ npcs cannot be. Level 6-10 npc farming has additional configuration - required NpcLimits goal, and optionally NpcHeroes and NpcTroops goals as well. The bot will farm npcs in a radius around your city as specified in DistancePolicy or modified by FarmingPolicy.

    By default the bot will send out as many npc runs at a time as it's able to with troops, heroes, and limits. You may wish to control how many are sent at a time. This can be done via the goal NpcTeams or via RallyPolicy.

    The bot is automatically programmed to send the proper safe amount of transports and ballistas (for lvl 1-5 npcs), or transports, archers, and layers (for 6+ npcs) based on the level of the npc and your logistics research. You can change the default troops used with the config settings NpcTroops or BallsUsed. If a hero is sent on a npc farming run, and its attack attribute is below 50, the bot will send the default number of ballistas regardless of your NpcTroops or BallsUsed settings, but will respect the /safeballs switch in FarmingPolicy. For level 5 npcs, this "safe" default is 550 ballistae. For level 4 npcs it is 350 ballistae For Level 3 npcs it is 170 ballistae For level 2 npcs it is 50 ballistae For level 1 npcs it is 20 ballistae

    The bot starts with the closest npc and works its way out, restarting again based on the following order of priority:

    If npclimit is set and reached (e.g., config npclimit:10 and you have 10+ days of food in the city), and if config training:1 or config training:2 is enabled, the bot will restart again at the nearest npc every hour instead to train your heroes. The 8-hour default can be changed via FarmingPolicy for each level of npc farmed, or FarmingCycle for all npcs.

    The bot will automatically detect maintenance and reset your farming cycle after it relogs. You can also manually reset it by typing \resetfarminghistory in the Commands window, or by clicking the resetfarminghistory button on the right side of the Commands window. In addition, you can have it reset farming history at startup by checking that box in Global Settings, General tab.

    NpcLimit

    Usage:

    config npclimit:[days]

    Example:

    config npclimit:10

    Default:

    none

    This goal sets a limit in days for the amount of food obtained when farming npcs. The bot will limit farming to the specified number of days based on your troops' food consumption. Starting in version 2679, the bot no longer has a default npclimit. This means it will farm endlessly for food regardless of how much you have, unless you specifically limit it with this goal.

    If this goal is set but not yet reached, the bot will farm your npcs once every 8.4 hours. Once it is reached, the bot will no longer farm until it falls below the specified number of days. You can instruct the bot to continue hitting npcs hourly for experience gain rather than food gain after the npclimit is reached by using config training for level 1-9 npcs, or config training10 for npc10s.

    ReservedBarrack

    Usage:

    config reservedbarrack:[switch]

    Example:

    config reservedbarrack:1

    Switch:

    0 = off
    1 = on

    By enabling this, the bot will reserve 1 barrack in the city free of queues to use to build instant troops and to build the first of your Troop goal lines when under attack.

    Trade

    Usage:

    config trade:[switch]

    Example:

    config trade:1

    Switch:

    0 = off
    1 = on

    With this goal enabled, your bot will buy and sell resources in an attempt to gain and keep the resources you need and want in your city, as specified with the TradePolicy goal.

    Most buy and sell messages are hidden to reduce spam in the log window of the bot. You can view these trade messages by enabling the "Trading" debug logging in the Debug Settings tab. For even more detailed trading logs, enable "Verbose" also.

    TrainInt

    Usage:

    config trainint:[switch]

    Example:

    config trainint:1

    Switch:

    0 = off
    1 = on

    By default, the bot will not attack npcs with intel heroes. With this goal set, the intel hero will attack npcs, and be given priority for leveling by being sent before the attack heroes.

    TrainPol

    Usage:

    config trainpol:[switch]

    Example:

    config trainpol:1

    Switch:

    0 = off
    1 = on

    By default, the bot will not attack npcs with the best politics hero of the town (i.e., the mayor). With this goal set, the politics hero will attack npcs, and be given priority for leveling by being sent before the attack heroes.

    Another hero (attack, normally) will be set as temporary mayor while your politics hero is out farming. You may notice a significant decrease in resource production with this enabled due to the temporary, lower politics mayor.

    If you are trying to keep and level up 2 or more politics heroes side by side, it is best to discard this goal. In this scenario the bot will keep the best of the 2 politics heroes home to act as mayor, and send the 2nd one out to farm as if it were an attack hero. When the 2nd one surpasses the best in politics score, they will swap and the 2nd will become the mayor while the 1st attacks npcs to level up.

    Training

    Usage:

    config training:[switch]

    Example:

    config training:1

    Switch:

    0 = off
    1 = farm hourly, with transports
    2 = farm hourly, without transports

    By default, when configured to hit npcs, the bot will only hit them each every 8 hours. With this config enabled and once npclimit is reached, the bot will hit npcs every 1 hour instead to level your heroes faster.

    If you wish to avoid going too far over your npclimit in food, you can instruct the bot to attack the npcs without transports by setting it to 2 instead, i.e., config training:2.

    Training10

    Usage:

    config training10:[switch]

    Example:

    config training10:1

    Switch:

    0 = off
    1 = on

    By default, when configured to hit npc10s, the bot will only hit them each every 8 hours. With this config enabled, the bot will hit them every 1 hour instead to level your hero faster.

    See also farmingpolicy for further customization for hitting level 10 npcs.

    TroopDelBadQue

    Usage:

    config troopdelbadque:[switch]

    Example:

    config troopdelbadque:1

    Switch:

    0 = off
    1 = on

    By default, the bot will always use your TrainingHero to queue troops. If you do not have one set, the bot will attempt to use the highest attack hero available in the city. Sometimes you may queue manually, or lag may cause the bot to queue with the wrong hero. In this case, the bot recognizes the queue as 'bad' because it is not an optimal time to completion. With this enabled, the bot will sometimes cancel these queues (delete bad queue) so that it can replace them with good ones using the right hero.

    Do not enable this if you have instant troops stacked in the barracks behind deliberately slow builds that you plan to cancel when the instant troops are needed.

    TroopIdleQueueTime

    Usage:

    config troopidlequeuetime:[minutes]

    Example:

    config troopidlequeuetime:5

    When a traininghero is configured but not currently present, and there are idle barracks available, the bot can now use the best available hero to queue troops in small batches. This goal will set the amount of time per batch, in minutes, for the idle queue.

    The default value is currently 0 (disabled) for nonratio-based mode. In ratio-based mode (when config TroopIncrement:1) the default idle queue time is 1 minute.

    The bot will look at best available hero vs. traininghero for each troop type to decide whether to use idle production or regular. For example, if TrainingHero is 360 attack and best idle hero in town is 300 attack, both have 1-second warriors. If warriors need to be built, it will do the full amount with the available hero rather than building small amounts or waiting for the traininghero to arrive.

    Troopidlequeuetime:xx is how many minutes can be queued in the barracks in relation to what the traininghero would take. Example: config troopidlequeuetime:1. This means it will queue a batch size that will not take 1 minute longer than the traininghero would take to queue the same thing. This can mean larger queues for better heroes.

    TroopIncrement

    Usage:

    config troopincrement:[amount]

    Example:

    config troopincrement:1
    config troopincrement:.01
    config troopincrement:500

    By default, the bot will queue troops in the order you specify from left to right, on each sequential 'troop' line. By setting this goal, you can tell the bot to instead queue a percentage or specific amount of each troop on the line. For example, if your goals contained:

    • troop w:100000,s:100000,p:100000,sw:100000,c:100000,t:3500,b:3200,a:300000

    The bot will first train 100k warriors, then 100k scouts, and so on without troopincrement set.

    If given the line above and using config troopincrement:0.01, then the bot will instead queue 1000 warriors (1% of 100000) and then queue 1000 scouts (1%), continuing down the line until it runs out of resources, population, open barracks, or troops to queue, and then restarting at the beginning of the line to rinse and repeat until the entire line goal has been met.

    For the percentage challenged, the bot will also accept whole numbers as the actual amount to queue, e.g., config troopincrement:500. In this case the bot will queue 500 warriors then 500 scouts then 500 pike, continuing down the line, and then restarting at the beginning of the line to repeat until the entire line goal has been met.

    Note that the bot does work left to right in the current troop line with both percentage and whole number increments. If the traininghero stops queueing due to moving, lack of resources, lack of population, etc., then it will restart back at the beginning of that line to queue the whole number or percentage specified again. This means that you may finish the first several troop types on a line before it ever gets to start on the next several of that same line if the bot uses up all its available resources/population before all the barracks are filled.

    If config troopincrement:1 is set, the bot will enter ratio-based troop building. What this means is the bot will produce different types of troops simultaneously while trying to maintain the troop ratio as specified in the troop goal. The bot will maintain a balance in total percentage completed of the entire goal for every troop. This means all troops must be at an equal percentage of total completion, or it will focus on the troop(s) that are below that average percentage.

    Example 1: Suppose you have 50k warriors and 50k archers, and the bot works on the following goal:

    • # note the goal specifies that you want to have 2.5 times more warriors than archers
      troop w:2.5m,a:1m

    The bot will first build warriors until you have 125k of them (i.e., 2.5 times more than the number of archers). Once you have 125k warriors (already available + queued), the bot will start producing both warriors and archers while trying to maintain the ratio between warriors and archers at 2.5:1. By the time you have 200k archers, you will also have 500k warriors. At 400k archers you will have 1m warriors, and so on.

    Example 2: Suppose you had multiple lines like that:

    • troop a:100000,s:100000,c:2000
      troop a:200000,s:200000,c:4000
      troop a:300000,s:200000,c:6000
      troop a:400000,s:300000,c:8000
      troop a:500000,s:400000,c:10000

    With ratio-based production mode enabled you can replace the above with just one line:

    • troop a:500000,s:400000,c:10000

    If you lose some troops, the bot will automatically rebuild the ones you lost first due to them falling below the the total % completed in ratio to the rest of the troops completed, then continue with building all listed types of troops.

    TroopQueueTime

    Usage:

    config troopqueuetime:[hours]

    Example:

    config troopqueuetime:2

    This goal allows you to tell the bot how many hours per individual troop (each slot in each barrack) queue you want. It is recommended to adjust this number as your TrainingHero's attack attribute grows or number of barracks changes, so that the bot can utilize your population and time more efficiently. Default: If this is not set, the bot defaults to 15-minute queue times.

    TroopsUsePopMax

    Usage:

    config troopsusepopmax:[amount]

    Example:

    config troopsusepopmax:1
    config troopsusepopmax:0.5

    By default, the bot will only use your idle population to queue new troops. You can allow it to use your entire population, by dropping production temporarily, by setting this to '1'.

    The bot can also use a percentage of your total population by using a number lower than '1', e.g., config troopsusepopmax:0.5 (50%).

    Valley

    Usage:

    config valley:[level]

    Example:

    config valley:10

    This goal tells the bot to capture valleys for increased resource production in your cities. The bot will automatically know to capture forests for cities with a higher production of lumber, hills for cities with a higher production of iron, deserts for cities with a higher production of stone, and lakes for cities with a higher production of food. You will benefit more from valleys (more than 200k per hour production bonus) in a pure resource city of all lumber or all iron, rather than mixed fields with partial lumber and iron.

    If config ValleyMin is present, the bot will use the config Valley setting as the maximum level valley to obtain. Using both goals in combination, any time a valley becomes available of a higher level (up to this maximum), the bot will drop the lowest level valley to upgrade to the higher one, until all valleys are of this level.

    The bot will use any available hero for valley acquisition, unless specified otherwise in ValleyHeroes.

    Valley Production Bonus

    The following is a table listing the benefits given for each valley type and level.

    Grass
    Food

    Swamp
    Food

    Lake
    Food

    Hill
    Iron

    Desert
    Stone

    Forest
    Lumber

    lvl 1

    3%

    5%

    8%

    5%

    5%

    5%

    lvl 2

    4%

    7%

    11%

    7%

    7%

    7%

    lvl 3

    5%

    9%

    14%

    9%

    9%

    9%

    lvl 4

    6%

    11%

    17%

    11%

    11%

    11%

    lvl 5

    7%

    13%

    20%

    13%

    13%

    13%

    lvl 6

    8%

    15%

    23%

    15%

    15%

    15%

    lvl 7

    9%

    17%

    26%

    17%

    17%

    17%

    lvl 8

    10%

    19%

    29%

    19%

    19%

    19%

    lvl 9

    11%

    21%

    32%

    21%

    21%

    21%

    lvl 10

    12%

    23%

    35%

    23%

    23%

    23%

    ValleyFarming

    Usage:

    config valleyfarming:[valley level]
    valleyfarming forest_miles desert_miles hill_miles swamp_miles grassland_miles lake_miles

    Example:

    config valleyfarming:10
    valleyfarming 5 0 5 0 0 0

    Enabling valley farming will tell the bot you want it to continually attack nearby valleys for extra resources. In the above example, config valleyfarming:10 tells the bot to farm level 10 valleys, and valleyfarming 5 0 5 0 0 0 tells the bot that you want it to farm up to 5 miles for forests and hills, but not farm any of the other types.

    If you enable config valleyfarming, but do not specify the types of valleys to farm, the bot will farm valleys of the same resource type as the city, e.g., the bot will farm forests if your city is mostly lumber.

    The bot will use any available hero for valleyfarming, unless specified otherwise in ValleyHeroes.

    The default troops used to medal hunt and valley farm:

    Warriors

    Scouts

    Pikemen

    Swordsmen

    Cavalry

    Archers

    Ballistas

    lvl 1

    0

    0

    0

    0

    0

    50

    0

    lvl 2

    0

    0

    0

    0

    0

    100

    0

    lvl 3

    0

    0

    0

    0

    0

    200

    0

    lvl 4

    1

    1

    1

    1

    0

    400

    0

    lvl 5

    1

    1

    1

    1

    1

    1000

    0

    lvl 6

    1

    1

    1

    1

    1

    2000

    0

    lvl 7

    1

    1

    1

    1

    1

    5000

    0

    lvl 8

    1

    1

    1

    1

    1

    10000

    1

    lvl 9

    1

    1

    1

    1

    1

    20000

    1000

    lvl 10

    1

    1

    1

    1

    1

    25000

    2000

    ValleyMin

    Usage:

    config valleymin:[level]

    Example:

    config valleymin:1

    This goal tells the bot the minimum level of valley you wish it to acquire for resource production. It must be used alongside config Valley as a maximum. The bot will acquire the highest level valleys it can find first up to the maximum setting, and then acquire lower and lower ones until all slots are filled, or valleymin is reached.

    WallQueueTime

    Usage:

    config wallqueuetime:[hours]

    Example:

    config wallqueuetime:1

    This goal allows you to tell the bot how many hours per individual wall queue you want. It is recommended to adjust this number as your mayor's politics attribute grows, so that the bot can utilize your time more efficiently. If this is not set, the bot defaults to 15-minute queue times.

    WarRules

    Usage:

    config warrules:[minutes]

    Example:

    config warrules:1

    Activating this goal will send a message in alliance chat to your alliance giving them minimal information regarding an incoming attack on your city.

    When the first non-junk attack is sent, the bot will send the message to alliance chat. It will send updates with changes in attacks or new attacks every X minutes as specified in the goal. If no new attacks are added, or current attacks are not changed, then it will only send a reminder every X*5 minutes as specified in the goal.

    WarTown

    Usage:

    config wartown:[switch]

    Example:

    config wartown:1

    Switch:

    0 = off
    1 = on (traininghero can move in/out)
    2 = on (traininghero remains in city)

    With this goal enabled, the bot will lock down most troop movements in preparation of war. No npc farming runs, KeepResource, SendResource, KeepTroop, or SendTroop goals will be performed with this enabled.

    When this goal is set to 1, the TrainingHero may move freely into and out of the city. When this goal is set to 2, the TrainingHero will remain in the city if/when it lands there.

    If you want to easily recall all your marching armies after setting this goal, you can run the "recallall" script command from the city.


    CategoryGoals

    CategoryConfigGoals (last edited 2012-11-06 00:14:21 by Susannah)