///////////////////////////////////////////////////////////////////////////////
//
// strategic_AI_config.txt
//
// This files contains configuration data for the strategic maps
//
//		Threat Map.................Where are the enemy units?
//		Empire Map.................How far are we from home?
//		Enemy Empire Map...........How far are we from the bad guys?
//
//
// By the Mad Dr. I
//
///////////////////////////////////////////////////////////////////////////////

// JanB: these resolutions are set here, the AI grid size in the
// RTS_CFG.h file doesn't seem to have an effect

// JanB: the threat map is part of the calculation of which goals to 
// pursue, so for two valid attack goals the one with the highest threat level 
// tends to win out, objects need to have a value greater than zero for their 
// attackpower in their odf to register on the threat map

// JanB: you generally want these values to be as small as possible (400 for 
// all of them, except, the death map, which can go smaller) this is because 
// in a smaller area the AI will logically register less enemy shield strength, 
// so it becomes more bold in attacking when it doesn't have an overwhelming 
// advantage, which is what we want because we want the AI to be beatable but 
// also because the AI tends to underestimate itself against base defenses and 
// chipping away at base defenses is an effective strategy for the AI

// How many tiles per threat mapgrid?
#define threat_map_resolution 400

// How many tiles per death mapgrid?
// JanB: this is a map of the local kill ratios (adjusted for max shield values of 
// combatants), the AI will tend to avoid places it has a kill ratio below 1, 
// setting the resolution of this map really small seems to help somewhat in 
// preventing the AI from not mopping up a location where they've previously 
// suffered heavy losses, such as after a successful, but costly, siege
#define death_map_resolution 100

// How many tiles per our empire mapgrid?
#define empire_map_resolution 400

// How many tiles per enemy empire mapgrid?
#define enemy_empire_map_resolution 400

// How many tiles per exploration cell?
#define exploration_map_resolution 800

// How many tiles per goal cell?
// JanB: this can't really be bigger than about 800 or the AI becomes very passive
// for some reason, it also can't be smaller than 400 or the game will crash
#define goal_map_resolution 400

// Fraction of bleedover during threat relax
double relaxation_coefficient = 0.75;

// Number of threat relax cycles. This becomes how far away a threat is felt.
int relaxation_cycles = 2;			

