var AEGIS = function(m) { // this defines the medium difficulty m.Config = function() { this.difficulty = 2; // 0 is sandbox, 1 is easy, 2 is medium, 3 is hard, 4 is very hard. this.Military = { "fortressLapseTime" : 540, // Time to wait between building 2 fortresses "defenceBuildingTime" : 900, // Time to wait before building towers or fortresses "attackPlansStartTime" : 0, // time to wait before attacking. Start as soon as possible. "techStartTime" : 120, // time to wait before teching. Will only start after town phase so it's irrelevant. "popForBarracks1" : 25, "popForBarracks2" : 95, "timeForBlacksmith" : 900, }; this.Economy = { "villagePopCap" : 40, // How many units we want before aging to town. "cityPhase" : 840, // time to start trying to reach city phase "popForMarket" : 50, "popForFarmstead" : 35, "dockStartTime" : 240, // Time to wait before building the dock "techStartTime" : 0, // time to wait before teching. "targetNumBuilders" : 1.5, // Base number of builders per foundation. "femaleRatio" : 0.5, // percent of females among the workforce. "initialFields" : 5 }; // Note: attack settings are set directly in attack_plan.js // defence this.Defence = { "defenceRatio" : 2, // see defence.js for more info. "armyCompactSize" : 2000, // squared. Half-diameter of an army. "armyBreakawaySize" : 3500, // squared. "armyMergeSize" : 1400, // squared. "armyStrengthWariness" : 2, // Representation of how important army strength is for its "watch level" (see defense-helper.js). "prudence" : 1 // Representation of how quickly we'll forget about a dangerous army. }; // military this.buildings = { "moderate" : { "default" : [ "structures/{civ}_barracks" ] }, "advanced" : { "default" : [], "hele" : [ "structures/{civ}_gymnasion" ], "athen" : [ "structures/{civ}_gymnasion" ], "spart" : [ "structures/{civ}_syssiton" ], "cart" : [ "structures/{civ}_embassy_celtic", "structures/{civ}_embassy_iberian", "structures/{civ}_embassy_italiote" ], "celt" : [ "structures/{civ}_kennel" ], "pers" : [ "structures/{civ}_fortress", "structures/{civ}_stables", "structures/{civ}_apadana" ], "rome" : [ "structures/{civ}_army_camp" ], "maur" : [ "structures/{civ}_elephant_stables"] }, "fort" : { "default" : [ "structures/{civ}_fortress" ], "celt" : [ "structures/{civ}_fortress_b", "structures/{civ}_fortress_g" ] } }; this.priorities = { "villager" : 30, // should be slightly lower than the citizen soldier one because otherwise they get all the food "citizenSoldier" : 60, "ships" : 70, "house" : 350, "dropsites" : 120, "field" : 500, "economicBuilding" : 90, "militaryBuilding" : 240, // set to something lower after the first barracks. "defenceBuilding" : 70, "civilCentre" : 950, "majorTech" : 700, "minorTech" : 40 }; }; //Config.prototype = new BaseConfig(); m.Config.prototype.updateDifficulty = function(difficulty) { this.difficulty = difficulty; // changing settings based on difficulty. if (this.difficulty === 1) { this.Military.defenceBuildingTime = 1200; this.Military.attackPlansStartTime = 960; this.Military.popForBarracks1 = 35; this.Military.popForBarracks2 = 150; // shouldn't reach it this.Military.popForBlacksmith = 150; // shouldn't reach it this.Economy.cityPhase = 1800; this.Economy.popForMarket = 80; this.Economy.techStartTime = 600; this.Economy.femaleRatio = 0.6; this.Economy.initialFields = 1; // Config.Economy.targetNumWorkers will be set by AI scripts. } else if (this.difficulty === 0) { this.Military.defenceBuildingTime = 450; this.Military.attackPlansStartTime = 9600000; // never this.Military.popForBarracks1 = 60; this.Military.popForBarracks2 = 150; // shouldn't reach it this.Military.popForBlacksmith = 150; // shouldn't reach it this.Economy.cityPhase = 240000; this.Economy.popForMarket = 200; this.Economy.techStartTime = 1800; this.Economy.femaleRatio = 0.2; this.Economy.initialFields = 1; // Config.Economy.targetNumWorkers will be set by AI scripts. } }; return m; }(AEGIS);