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Added "Guiding Principles" page
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docs/Guiding-Principles.md
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# Guiding Principles
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## The AI plays to win
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In a perfect world, the AI would pass the "Turing test" of gameplay - you would't be able to tell if you're playing against a human or AI.
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Examples:
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- No "what would you offer me for this"
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- AI will choose to attack you if your military is weak (WILL kick you when you're down)
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There is a fine line here between "exploitable" and "no fun" regarding trade - regular players may refuse any trade you offer them on principle.
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We don't want that from the AI, which leaves us slightly open to exploits, but that's a trade-off we make knowingly.
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## Modding philosophy - minimal amount of objects, maximum amount of interactions
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As a new modder it's easy to get lost in the sheer number of uniques.
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Our aim is to minimize the *number* of uniques as much as possible, but enable "emergent modding" by allowing combinations.
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Examples:
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- Parameters in uniques > multiple uniques
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- Conditions should be Conditionals, so they can be applied to all uniques
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- Triggered uniques and unique triggers - all combinations
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- Unit Action modifiers, rather than special attributes for specific unit actions
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## We do store your Multiplayer games
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IF you want to use an alternative server backend, you can set your server URL in the Options menu
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If you want to use an alternative server backend, you can set your server URL in the Options menu
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