Designing Games with Xconq - Behavior

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## Behavior

The AIs normally make their own decisions about how to play a game, but they can also follow hints provided by the game design.

GlobalVariable: `ai-may-resign` t/f

This variable is true if the AI can evaluate whether to resign and then resign if it likes. Otherwise, it will play until it wins or loses. Defaults to `true`.

GlobalVariable: `units-may-go-into-reserve` t/f

This variable is true if AI or plan execution can put a unit into reserve for the remainder of a turn. This can prevent unit confusion, but can also put the side at a disadvantage if too many of its units spend turns in reserve rather than doing something useful. Defaults to `true`.

GlobalVariable: `ai-tactical-range` n

This is the range out to which AI and/or plan execution will look for tactical opportunities, such as captures. Defaults to `4`.

UnitTypeProperty: `ai-peace-garrison` n

This is the number of occupants the AI should have as garrison for the unit if there are no threats nearby.

UnitTypeProperty: `ai-war-garrison` n

This is the number of occupants the AI should have as garrison for the unit if there are threatening units nearby. Defaults to `1`.

GlobalVariable: `ai-advanced-unit-separation` n

This is the recommended distance between advanced units, ideally used when constructing units are deciding where to build. Defaults to `3`.

GlobalVariable: `ai-badtask-max-retries` n

This is the maximum number of times that task execution will be retried when a task fails. Defaults to `6`.

GlobalVariable: `ai-badtask-remove-chance` n

This is the probability that a failing task will be removed from the task agenda. Defaults to `20`.

GlobalVariable: `ai-badtask-reserve-chance` n

This is the probability that a unit whose task is failing will go into reserve and try the task on the following turn. Defaults to `6`.

GlobalVariable: `minimal-size-goal` n

This variable is used by colonizers to identify locations that can support an advanced unit growing to this size. Defaults to `12`.

UnitTypeProperty: `ground` t/f

UnitTypeProperty: `naval` t/f

UnitTypeProperty: `air` t/f

UnitTypeProperty: `colonizer` t/f

UnitTypeProperty: `facility` t/f

These properties identify a unit type as having particular uses and/or characteristics.

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