var PETRA = 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.debug = 0; this.Military = { "towerLapseTime" : 90, // Time to wait between building 2 towers "fortressLapseTime" : 420, // Time to wait between building 2 fortresses "popForBarracks1" : 25, "popForBarracks2" : 95, "popForBlacksmith" : 65 }; this.Economy = { "popForTown" : 40, // How many units we want before aging to town. "cityPhase" : 840, // time to start trying to reach city phase "popForMarket" : 50, "dockStartTime" : 240, // Time to wait before building the dock "targetNumBuilders" : 1.5, // Base number of builders per foundation. "targetNumTraders" : 4, // Target number of traders "femaleRatio" : 0.5, // percent of females among the workforce. "initialFields" : 5 }; // Note: attack settings are set directly in attack_plan.js // defense this.Defense = { "defenseRatio" : 2, // see defense.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". "prudence" : 1 // Representation of how quickly we'll forget about a dangerous army. }; // military this.buildings = { "base" : { "default" : [ "structures/{civ}_civil_centre" ], "ptol" : [ "structures/{civ}_military_colony" ], "sele" : [ "structures/{civ}_military_colony" ] }, "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" ], "mace" : [ "structures/{civ}_siege_workshop"], "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, "trader" : 50, "ships" : 70, "house" : 350, "dropsites" : 200, "field" : 400, "economicBuilding" : 90, "militaryBuilding" : 130, "defenseBuilding" : 70, "civilCentre" : 950, "majorTech" : 700, "minorTech" : 40 }; this.personality = { "aggressive": 0.5, "cooperative": 0.5 }; this.resources = ["food", "wood", "stone", "metal"]; }; //Config.prototype = new BaseConfig(); m.Config.prototype.updateDifficulty = function(difficulty) { this.difficulty = difficulty; // changing settings based on difficulty. this.targetNumTraders = 2 * this.difficulty; if (this.difficulty === 1) { 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.femaleRatio = 0.6; this.Economy.initialFields = 2; } else if (this.difficulty === 0) { 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.femaleRatio = 0.7; this.Economy.initialFields = 1; } }; return m; }(PETRA);