

Value added if the target is a hero/leader and the player is independent Value to add to the multiplier if the target is a hero unit Value to add to the multiplier if the target is a leader unit (TTacticalAITargetPrioritizationSettings) Minimum cost effectiveness (score/mana cost) a spell must have before being cast Score bonus added to a guarded position once a unit has been assigned to it Score bonus given to breached walls when evaluating which hexes needed to be guarded in siege defense Score bonus to give to marked walls when using melee attacksĪmount to damage obstacle wall damage proportion by to get a score Score penalty given to walls that are too far to reach in one turn for each unit of distance they are too far (should be positive) Score penalty given to walls that are too far to reach in one turn (should be positive) Min distance an ennemy has to be from a wall climbing posituion to not be considered a threat Penalty the AI adds to target evaluation score for each hex a unit is out of range Penalty the AI adds to target evaluation score if the actor will die attacking a target unit Minimum distance between domain structures (cities or Fortresses, actually cities only for AI) to allow their buildingīonus the AI adds to target evaluation score if it can kill a target unit or obstacle In Title.rpk / Settings / Settings / AoW Global Settings:ĭetermines the boost to defense and resistance of King and Emperor AI Learn more about how the AI deals with Concealment. Lord, King and Emperor AI get a flat bonus whatever the Starting Army level (Weak, Normal, Strong, Battle) so it is relatively bigger on Weak Starting Army. **: see Starting Army for more details on how Starting Armies are calculated. It can never attack more than one point simultaneously. *: the handicap that the AI Squire gets revolves around a limit to the strategic points it may contest at one time. Maximum excess of number of cities compared to the human player

Machine / Undead Cheat Heal (In fog of war only) Knight is the baseline - lower AI's, just squire, get penalties to their strategy, while higher AI's, Lord, King and Emperor, gain a bonus. There are 5 levels of difficulty for the AI.
