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Description

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Compatibility:
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Compatible with 0 A.D. version r28 and later.

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Main Features:
Advanced settings for the bot before starting the game (click on the gear icon)

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## Economy Parameters

### popPhase2
- **Default:** 80
- **Description:** Number of units the AI aims to have before advancing to Phase 2 (Town Phase). Higher values mean the AI will wait longer before advancing to the next phase.

### workPhase3
- **Default:** 150
- **Description:** Number of workers the AI wants to have before advancing to Phase 3 (City Phase).

### workPhase4
- **Default:** 200
- **Description:** Number of workers the AI wants to have before advancing to Phase 4 or higher.

### popForDock
- **Default:** 25
- **Description:** Population threshold at which the AI considers building a dock. Lower values mean the AI will build docks earlier.

### targetNumTraders
- **Default:** 1
- **Description:** Target number of traders the AI will create for trade routes between markets.

### targetNumFishers
- **Default:** 1
- **Description:** Target number of fishing ships per sea. Higher values increase food gathering from fishing.

### supportRatio
- **Default:** 0.3
- **Description:** Fraction of the workforce that should be support workers (female citizens). Value of 0.3 means 30% of all units will be support units.

### provisionFields
- **Default:** 2 (disabled)
- **Description:** Number of farms the AI will build initially. In mod, max = 15 farms.

## Military Parameters

### rushAttack
- **Default:** 500
- **Description:** Priority value for rush attacks. Higher values make the AI more likely to execute early rush strategies.

### hugeAttack
- **Default:** 400 (not > rushAttack)
- **Description:** Priority value for large-scale attacks. Controls the AI's tendency to mass large armies before attacking.

### defaultAttack
- **Default:** 300 (not > rushAttack)
- **Description:** Priority value for standard attacks. This is the baseline attack priority for normal situations.

### towerLapseTime
- **Default:** 360
- **Description:** Time in seconds to wait between building 2 defensive towers.

### fortressLapseTime
- **Default:** 390
- **Description:** Time in seconds to wait between building 2 fortresses.

### popForBarracks1
- **Default:** 25
- **Description:** Population threshold for building the first barracks/range/stable. Lower values mean earlier military building construction.

### popForBarracks2
- **Default:** 55
- **Description:** Population threshold for building the second set of military buildings.

### popForForge
- **Default:** 65
- **Description:** Population threshold for building a forge..

### numSentryTowers
- **Default:** 1
- **Description:** Number of sentry towers the AI will build in the early game.

## Priority Parameters(value > 0)

These parameters control the AI's decision-making priorities. Higher values make the AI prioritize that action more.

### support
- **Default:** 1500
- **Description:** Priority for training support workers (female citizens).

### citizenSoldierMelee
- **Default:** 1500
- **Description:** Priority for training defense soldiers.

### trader
- **Default:** 1
- **Description:** Priority for training traders.

### healer
- **Default:** 20
- **Description:** Priority for training healer units.

### ships
- **Default:** 1
- **Description:** Priority for building naval units.

### house
- **Default:** 250
- **Description:** Priority for building houses. Higher values mean the AI will prioritize population growth more.

### dropsites
- **Default:** 950
- **Description:** Priority for building resource dropsites.

### field
- **Default:** 880
- **Description:** Priority for building farms.

### dock
- **Default:** 90
- **Description:** Priority for building docks.

### corral
- **Default:** 1
- **Description:** Priority for building corrals for livestock.

### economicBuilding
- **Default:** 700
- **Description:** Priority for economic buildings (markets, farms, etc.).

### militaryBuilding
- **Default:** 330
- **Description:** Priority for military buildings (barracks, ranges, stables).

### defenseBuilding
- **Default:** 70
- **Description:** Priority for defensive structures (towers, walls, fortresses).

### civilCentre
- **Default:** 1
- **Description:** Priority for building additional civil centers (town centers).

### majorTech
- **Default:** 400
- **Description:** Priority for major technologies (phase advancements, important upgrades).

### minorTech
- **Default:** 450
- **Description:** Priority for minor technologies (unit upgrades, economic improvements).

### wonder
- **Default:** 1
- **Description:** Priority for building wonders.

### emergency
- **Default:** 1000
- **Description:** Priority used only in emergency situations. Should be the highest priority to ensure critical actions are taken when needed.





