[(long )] aiActivateOpportunity( int opportunityID, bool flag ): activates or deactivates an opportunity on the player's opp list.
[(void )] aiAttemptResign(): asks the player if its ok to resign
[(void )] aiAutoSavegame( string filename ): Saves the auto, debugging savegames (THIS DOESN'T REALLY DO ANYTHING).
[(void )] aiBreakpointGo( int playerID ): Restart XS execution after the current breakpoint.
[(void )] aiBreakpointSet( int playerID, string filename, int lineNumber, bool on ): Sets a breakpoint.
[(bool )] aiBreakTreaty(int escrowID): breaks the treaty using funds from the given escrow.
[(bool )] aiBuildWall(int buildingID, int escrowID): builds walls around the specified building's colony using the specified escrow.
[(bool )] aiBuyResourceOnMarket( int resourceID): buys (+100) the given resource.
[(int )] aiCalculateMostHatedPlayerID( int comparePlayerID ): Returns the playerID for the player the AI thinks it should be attacking.
[(bool )] aiCanBuildWall(int buildingID, int escrowID): returns whether it is allowed to build a wall around the specified building's colony, and whether the player can afford it from the specified escrow.
[(bool )] aiCastGodPowerAtPosition( int godPowerTechID, vector pos): Casts the given God power tech, at the specified position.
[(bool )] aiCastGodPowerAtUnit( int godPowerTechID, int unitID): Casts the given God power tech, at the specified unit.
[(void )] aiChat( int playerID, string chatString ): CP AI chat to playerID.
[( )] aiCommsAllowChat( bool flag ): enables or disables the chats from this ai player.
[(long )] aiCommsGetChatTargetType(int sentenceID): get target type for specified sentence.
[(long )] aiCommsGetChatVerb(int sentenceID): get chat verb for specified sentence.
[(long )] aiCommsGetSendingPlayer(int sentenceID): get sending player for specified sentence.
[(long )] aiCommsGetTargetListCount(int sentenceID): get number of items in target list for specified sentence.
[(long )] aiCommsGetTargetListItem(int sentenceID, int index): get index item from specified sentence.
[(vector)] aiCommsGetTargetLocation(int sentenceID): get target location from specified sentence.
[(void )] aiCommsSendReply(int sentenceID, int responseID): send a reply to a sentence.
[(int )] aiCommsSendStatement(targetPlayerID, int promptType): Sends a statement to the designated player.
[(int )] aiCommsSendStatementWithVector(targetPlayerID, int promptType, vector v): Sends a statement to the designated player. Adds a location flare.
[(bool )] aiCommsSetEventHandler(string handlerFunctionName ): Sets the handler for the communications system (invalid name unsets the handler).
[(long )] aiCreateOpportunity(int type, int targettype, int targetID, int targetPlayerID, int source ): adds an opportunity to the list and returns the id.
[(long )] aiDestroyOpportunity( int opportunityID): remove an opportunity on the player's opp list.
[(bool )] aiDoesWallExist(int buildingID): returns whether a wall exists around the specified building's colony.
[(bool )] aiDoTradeMonopoly(): Executes a trade monopoly command, returns false if it fails.
[(void )] aiEcho( string echoString ): CP AI echo.
[(void )] aiErrorMessage( string errorString ): CP AI error.
[(int )] aiFindBestAttackGodPowerPlan(void): find a valid god power plan to attach to an attack plan
[(void )] aiFindBestOpportunity(): finds the best currently scored opp.
[(int )] aiFindBestTownDefenseGodPowerPlan(void): find a valid god power plan to use for town defense
[(bool )] aiGetAllowBuildings( void ): Returns allow buildings on/off.
[(float )] aiGetAttackResponseDistance( void ): Returns the attack response distance.
[(int )] aiGetAutoFarmEscrowID( void ): Returns the auto Farm escrow ID.
[(int )] aiGetAutoGatherEscrowID( void ): Returns the auto gather escrow ID.
[(bool )] aiGetAutosaveOn(): returns whether or not its cool to turn ai autosaves on.
[(int )] aiGetAvailableEconomyPop( void ): Returns the available economy pop for this player.
[(int )] aiGetAvailableMilitaryPop( void ): Returns the script-defined military pop for this player.
[(int )] aiGetCaptainPlayerID( int playerID ): Returns the captain for the given player's team.
[(int )] aiGetCurrentEconomyPop( void ): Returns the current economy pop for this player.
[(void )] aiGetCurrentResourceNeed( int resourceID ): returns the current resource need for the given resource.
[(float )] aiGetEconomyPercentage( void ): Returns the economy priority percentage.
[(int )] aiGetEconomyPop( void ): Returns the script-defined economy pop for this player.
[(float )] aiGetExploreDangerThreshold(): gets the ai's Explore Danger Threshold value.
[(int )] aiGetFallenExplorerID(): returns the ID of the fallen explorer; if there isn't one, returns -1
[(int )] aiGetFarmLimit( void ): Returns the per plan farm build limit.
[(int )] aiGetGameMode( void ): Returns the game's mode.
[(int )] aiGetGameType(): returns the current game type (e.g., cGameTypeScenario, cGameTypeRandom, etc).
[(int )] aiGetGodPowerProtoIDForTechID( int techID): translate a granted tech id into a protopower id
[(int )] aiGetGodPowerTechIDForSlot( int slotID): Get the god power tech id from the given slot.
[(int )] aiGetGodPowerType( int protoPowerID): get the type for a ProtoPower
[(vector)] aiGetHCGatherPoint( void ): Returns the HCGP.
[(int )] aiGetKOTHController(): Gets the team that is king of the hill.
[(int )] aiGetLastCollectedNuggetEffect(int playerID): Gets the last collected nugget's effect
[(int )] aiGetLastCollectedNuggetType(int playerID): Gets the last collected nugget's type
[(float )] aiGetMarketBuyCost( int resourceID ): Returns the amount required to buy 100 units of the given resource.
[(float )] aiGetMarketSellCost( int resourceID ): Returns the amount received for selling 100 units of the given resource.
[(int )] aiGetMaxLOSProtoUnitLimit(): gets the limit for how many LOS Protounits the AI can build
[(float )] aiGetMilitaryPercentage( void ): Returns the militarypriority percentage.
[(int )] aiGetMilitaryPop( void ): Returns the script-defined military pop for this player.
[(int )] aiGetMinNumberNeedForGatheringAggressives(): gets the min number of needed units to gather aggressive animals.
[(int )] aiGetMinNumberWantForGatheringAggressives(): gets the min number of wanted units to gather aggressive animals.
[(int )] aiGetMostHatedPlayerID( void ): Returns the script-defined most hated player ID for this player.
[(int )] aiGetNumberIdlePlans( int planType ): Gets the of idle plans of the given type.
[(int )] aiGetNumberRelicsControlled(int teamID): Gets the number of relics controlled by this team (for relic victory).
[(int )] aiGetNumberRelicsNeededForVictory(): Gets the number of relics needed to make a relic win possible.
[(long )] aiGetNumberTeams(): returns the number of teams in the game.
[(int )] aiGetNumberTradePostsControlled(int teamID): Gets the number of tradeposts controlled by this team (for monopoly victory).
[(int )] aiGetNumberTradePostsNeededForMonopoly(): Gets the number of tradeposts needed to make a monopoly win possible.
[(vector)] aiGetOpportunityLocation( int opportunityID ): gets the location from this opportunity
[(float )] aiGetOpportunityRadius( int opportunityID ): gets the radius from this opportunity
[(long )] aiGetOpportunitySourceID( int opportunityID ): gets the source id from this opportunity
[(long )] aiGetOpportunitySourceType( int opportunityID ): gets the source type from this opportunity
[(long )] aiGetOpportunityTargetID( int opportunityID ): gets the target id from this opportunity
[(long )] aiGetOpportunityTargetPlayerID( int opportunityID ): gets the target playerID from this opportunity
[(long )] aiGetOpportunityTargetType( int opportunityID ): gets the target type from this opportunity
[(long )] aiGetOpportunityType( int opportunityID ): gets the type from this opportunity
[(bool )] aiGetPauseAllAgeUpgrades(): gets the pause all age upgrades flag from the AI.
[(string)] aiGetPersonality( void ): Gets the player's personality.
[(int )] aiGetPoliticianChoice(int age): Gets the scripts choice for the AgeX Politician.
[(int )] aiGetPoliticianListByIndex(int age, int index): Gets the index'th Politicans avaiable for AgeX.
[(int )] aiGetPoliticianListCount(int age): Gets the number of Politicans avaiable for AgeX.
[(int )] aiGetPopNeeds(): gets the current Pop needs of all the plans.
[(int )] aiGetResourceBreakdownNumberPlans( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the number of plans for the given breakdown.
[(float )] aiGetResourceBreakdownPercentage( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the percentage for the given breakdown.
[(int )] aiGetResourceBreakdownPlanPriority( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the priority of the plans for the given breakdown.
[(float )] aiGetResourceGathererPercentage( int resourceID, int rgpIndex ): Returns the resource gatherer percentage for the given resource.
[(float )] aiGetResourceGathererPercentageWeight( int rgpIndex ): Returns the RGP weight.
[(long )] aiGetScore(int playerID): returns the score for the given player.
[(bool )] aiGetWallRadius(int buildingID): returns the wall radius for the specified building's colony.
[(bool )] aiGetWaterMap(): Tells us if the AI thinks this is a water map or not.
[(int )] aiGetWorldDifficulty( void ): Returns the world difficulty level.
[(string)] aiGetWorldDifficultyName( int level ): Returns the name of the level.
[(int )] aiGoalGetIDByIndex( int goalType, int goalState, bool active, int index ): Returns the ID of matching goal.
[(int )] aiGoalGetNumber( int goalType, int goalState, bool active ): Returns the number of matching goals.
[(bool )] aiHCCardsBuyCard(int cardIndex): Buy this card now
[(bool )] aiHCCardsCanIBuyThisCard(int deckIndex, int cardIndex): Can I buy this card now?
[(long )] aiHCCardsFindBestCard(int cardType, int levelPref, int resourcePref): Get the best card using the optional cardtype and optional resourcePreference
[(long )] aiHCCardsGetCardAgePrereq(int cardIndex): For this cardIndex, get the age prereq.
[(long )] aiHCCardsGetCardCount(): For this cardIndex, get the CardCount, -1 is Infinite.
[(long )] aiHCCardsGetCardLevel(int cardIndex): For this cardIndex, get the age prereq.
[(long )] aiHCCardsGetCardTechID(): For this cardIndex, get the TechID.
[(long )] aiHCCardsGetCardUnitCount(): For this cardIndex, get the UnitCount.
[(long )] aiHCCardsGetCardUnitType(): For this cardIndex, get the UnitType.
[(long )] aiHCCardsGetTotal(): Returns the number of cards in the Current HC.
[(bool )] aiHCCardsIsCardBought(int cardIndex): Has the cardindex been bought yet?
[(bool )] aiHCDeckActivate( long deckIndex ): Makes the deckIndex the current active HC deck.
[(long )] aiHCDeckAddCardToDeck( long deckIndex, long cardIndex): Adds the card given to the givenHC Deck.
[(bool )] aiHCDeckCanPlayCard( long cardIndex ): Can we play this card from the given deck?
[(bool )] aiHCDeckCardGetCardCount( long deskIndex, long cardIndex ): Gets how many cards of this type we can send. -1 mean infinite.
[(bool )] aiHCDeckCreate( string ): Create a new HC Deck with the given name.
[(long )] aiHCDeckGetCardAgePrereq( long deckIndex, long cardIndex ): For this card, get the age prereq
[(long )] aiHCDeckGetCardLevel( long deckIndex, long cardIndex ): For this card, get the level
[(long )] aiHCDeckGetCardTechID( long deckIndex, long cardIndex ): For this card, get the techID
[(long )] aiHCDeckGetCardUnitCount( long deckIndex, long cardIndex ): For this card, get the unit Count
[(long )] aiHCDeckGetCardUnitType( long deckIndex, long cardIndex ): For this card, get the unitType
[(long )] aiHCDeckGetNumberCards( long deckIndex): Returns the number of cards in the Current HC Deck.
[(bool )] aiHCDeckPlayCard( long cardIndex ): play this card.
[(long )] aiHCGetNumberDecks(): Returns the number of decks in the Current HC.
[(bool )] aiIsKOTHAllowed(): Returns true if a King of the Hill victory is possible in this game type.
[(bool )] aiIsMapType(string -see 3 constants at right-):Is this a certain maptype or not. (AIFishingUseful, AITransportRequired, AITransportUseful)
[(bool )] aiIsMonopolyAllowed(): Returns true if a trade monopoly is possible in this game type.
[(bool )] aiIsMultiplayer(): returns true, if this is a multiplayer game.
[(bool )] aiIsRelicCaptureAllowed(): Returns true if a relic capture victory is possible in this game type.
[(int )] aiIsTeamKOTH(int teamID): Returns true if this team is king of the hill.
[(void )] aiNormalizeResourceGathererPercentages( int rgpIndex ): Normalizes all of the resource gatherer percentages to 1.0.
[(void )] aiNormalizeResourceGathererPercentageWeights( void ): Normalizes all of the resource gatherer percentages weights to 1.0.
[(int )] aiNumberUnassignedUnits( int typeID ): Returns the number of unassigned units of the given type.
[(int )] aiNumberUnassignedUnitsByGoal( int goalID ): Returns the number of unassigned units based on the goal's unit type(s).
[(int )] aiPersonalityCreatePlayerHistory( void ): Creates are player history for the given playername.
[(bool )] aiPersonalityGetDidIWinLastGameVS(int playerHistoryIndex)
[(int )] aiPersonalityGetGameFirstAttackTime(int playerHistoryIndex, int gameIndex): Returns the 1st attacktime from the gameIndex game.
[(float )] aiPersonalityGetGameResource(int playerHistoryIndex, int gameIndex, int resourceID): Returns the given resource from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.
[(int )] aiPersonalityGetGameUnitCount(int playerHistoryIndex, int gameIndex, int unitType): Returns the unit count from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.
[(int )] aiPersonalityGetNumberPlayerHistories( void ): Returns the number of player's in the Personality's history.
[(int )] aiPersonalityGetPlayerGamesPlayed(int playerHistoryIndex, int playerRelation): Returns the number of games played against/with the given the playerHistoryIndex.
[(int )] aiPersonalityGetPlayerHistoryIndex( string searchPlayerName ): Returns a playerHistoryIndex if this personality has played searchPlayerName before.
[(string)] aiPersonalityGetPlayerHistoryName( int index ): Returns the name of the index'th player in the Personality's history.
[(float )] aiPersonalityGetPlayerUserVar( int playerHistoryIndex, string userVarName ): Returns the user value, given the playerHistoryIndex and the userVarName.
[(float )] aiPersonalityGetRushBoom( void ): Returns the rush boom scale for this ai.
[(int )] aiPersonalityGetTotalGameWins(int playerHistoryIndex, int playerRelation): Returns the total games the given player has won against this AI
[(bool )] aiPersonalityResetPlayerHistory( int playerHistoryIndex ): Resets the given player history.
[(bool )] aiPersonalitySetPlayerUserVar( int playerHistoryIndex, string userVarName, float val ): sets the value, given the playerHistoryIndex, userVarName (max 255 chars), and value.
[(bool )] aiPlanAddUnit( int planID, int unitID ): Adds a unit to the plan.
[(bool )] aiPlanAddUnitType( int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax ): Adds a unit type to the plan.
[(bool )] aiPlanAddUserVariableBool( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
[(bool )] aiPlanAddUserVariableFloat( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
[(bool )] aiPlanAddUserVariableInt( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
[(bool )] aiPlanAddUserVariableString( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
[(bool )] aiPlanAddUserVariableVector( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
[(bool )] aiPlanAddWaypoint( int planID, vector waypoint ): Adds the waypoint to the given plan.
[(int )] aiPlanCreate( string planName, int typeName ): Creates a plan of the given name and type.
[(bool )] aiPlanDestroy( int planID ): Destroys the given plan.
[(bool )] aiPlanDestroyByName( string name ): Destroys the plan of the given name.
[(bool )] aiPlanGetActive( int planID ): Gets the active-ness of the given plan.
[(int )] aiPlanGetActualPriority( int planID ): Returns the priority of the given plan.
[(bool )] aiPlanGetAllowUnderAttackResponse( int planID ): Gets the UA response-ness of the given plan.
[(bool )] aiPlanGetAttack( int planID ): Gets the attack flag of the given plan.
[(int )] aiPlanGetBaseID( int planID): gets the plan's base id.
[(int )] aiPlanGetDesiredPriority( int planID ): Returns the priority of the given plan.
[(bool )] aiPlanGetEconomy( int planID ): Gets the economy flag of the given plan.
[(int )] aiPlanGetEscrowID( int planID ): Gets the escrow for the plan.
[(int )] aiPlanGetID( string name ): Returns the ID of the plan with the given name.
[(int )] aiPlanGetIDByActiveIndex( int activeIndex ): Returns the ID of the plan with the given active index.
[(int )] aiPlanGetIDByIndex( int planType, int planState, bool active, int index ): Returns the ID of matching plan.
[(int )] aiPlanGetIDByTypeAndVariableType( int planType, int varType, int varID, bool active ): Returns the ID of the plan with the given parms.
[(int )] aiPlanGetIDSubStr( string searchStr ): Returns the ID of the first plan containing the given string in its name.
[(vector)] aiPlanGetInitialPosition( int planID ): Returns the initial positon that was set for this plan.
[(vector)] aiPlanGetLocation( int planID ): Returns the location for this plan.
[(bool )] aiPlanGetMilitary( int planID ): Gets the military flag of the given plan.
[(string)] aiPlanGetName( int planID ): Returns the name of the given plan.
[(bool )] aiPlanGetNoMoreUnits( int planID ): Gets the noMoreUnits-ness of the given plan.
[(int )] aiPlanGetNumber( int planType, int planState, bool active ): Returns the number of matching plans.
[(int )] aiPlanGetNumberUnits( int planID, int unitTypeID ): Returns the number of units currently assigned in the given plan.
[(int )] aiPlanGetNumberUserVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index.
[(int )] aiPlanGetNumberVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index.
[(bool )] aiPlanGetOrphan( int planID ): Gets the orphan-ness of the given plan.
[(int )] aiPlanGetState( int planID ): Returns the state of the given plan.
[(int )] aiPlanGetType( int planID ): Returns the type of the given plan.
[(float )] aiPlanGetUnitCost(int planID, bool considerHitPoints): gets total aiCost of plan's units, weighted for HP if requested.
[(int )] aiPlanGetUnitStance( int planID ): Gets the unit stance of the given plan.
[(bool )] aiPlanGetUserVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(float )] aiPlanGetUserVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(int )] aiPlanGetUserVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(string)] aiPlanGetUserVariableString( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(vector)] aiPlanGetUserVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(bool )] aiPlanGetVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(float )] aiPlanGetVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(int )] aiPlanGetVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(string)] aiPlanGetVariableString( int planID, int planVariableIndex ): Gets the given variable of the given plan.
[(vector)] aiPlanGetVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
[(bool )] aiPlanRemoveUserVariable( int planID, int planVariableIndex ): Removes the user variable.
[(bool )] aiPlanRemoveUserVariables( int planID ): Removes all of the user variables from the given plan.
[(bool )] aiPlanRemoveUserVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the user variable.
[(bool )] aiPlanRemoveVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the variable.
[(bool )] aiPlanSetActive( int planID, bool active ): Sets active on/off for the given plan.
[(bool )] aiPlanSetAllowUnderAttackResponse( int planID, bool uAR ): Sets under attack response on/off for the given plan.
[(bool )] aiPlanSetAttack( int planID, bool v ): Sets attack flag on/off for the given plan.
[(bool )] aiPlanSetBaseID( int planID, int baseID ): sets the plan's base id.
[(bool )] aiPlanSetDesiredPriority( int planID, int priority ): Sets the priority of the given plan.
[(bool )] aiPlanSetEconomy( int planID, bool v ): Sets economy on/off for the given plan.
[(bool )] aiPlanSetEscrowID( int planID, int escrowID ): Sets the escrow for the plan.
[(bool )] aiPlanSetEventHandler( int planID, int eventType, string handlerName ): Sets event handler function for the given plan and event.
[(void )] aiPlanSetInitialPosition( int planID, vector initialPosition ): Sets the initial positon for this plan.
[(bool )] aiPlanSetMilitary( int planID, bool v ): Sets military on/off for the given plan.
[(bool )] aiPlanSetNoMoreUnits( int planID, bool v ): Sets noMoreUnits on/off for the given plan.
[(bool )] aiPlanSetNumberUserVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable.
[(bool )] aiPlanSetNumberVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable.
[(bool )] aiPlanSetOrphan( int planID, bool orphan ): Sets orphan on/off for the given plan.
[(bool )] aiPlanSetRequiresAllNeedUnits( int planID, bool rANU ): Sets 'requiresAllNeedUnits' on/off for the given plan.
[(bool )] aiPlanSetUnitStance( int planID, int stance ): Sets unit stance for the given plan.
[(bool )] aiPlanSetUserVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetUserVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetUserVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetUserVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetUserVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan.
[(bool )] aiPlanSetWaypoints( int planID, int pathID ): Sets the waypoints of the given plan to the waypoints of the given path.
[(bool )] aiPopulatePoliticianList(): Call this to make the AI fill out what Politicians are available.
[(void )] aiQueueAutoSavegame( int saveNumber ): Queues the auto savegame.
[(int )] aiRandInt( int max ): Returns a random number (mod'ed by max if provided).
[(vector)] aiRandLocation( void ): Returns a random location guaranteed to be on the map.
[(void )] aiRandSetSeed( int seed ): Sets the seed of the random number generator.
[(bool )] aiRansomExplorer(int explorerID, int escrowID, int sourceBuildingID): ransoms the specified explorer using funds from the specified escrow account and spawns it from the specified building.
[(bool )] aiReadyForTradeMonopoly(): Returns true if the monopoly command can be given now. Does not check cost.
[(bool )] aiRemoveResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int baseID ): Removes the given breakdown.
[(void )] aiResign(): reigns the current player..
[(bool )] aiResourceIsLocked(int resourceID): Is this Escrow resource locked.
[(void )] aiResourceLock(int resourceID): Prevent a resource from being spent by the AI.
[(void )] aiResourceUnlock(int resourceID): Allow a resource to be spent by the AI.
[(bool )] aiSellResourceOnMarket( int resourceID): sells (+100) the given resource.
[(void )] aiSendChatToAllies( string chatString ): CP AI chat to allies.
[(void )] aiSendChatToEnemies( string chatString ): CP AI chat to enemies.
[(void )] aiSendChatToEveryone( string chatString ): CP AI chat to everyone.
[(void )] aiSet( string filename, int playerID ): Sets playerID's AI to the given filename.
[(void )] aiSetAllowBuildings( bool v ): Sets allow buildings on/off.
[(void )] aiSetAttackResponseDistance( float v ): Set the attack response distance.
[(void )] aiSetAutoFarmEscrowID( int escrowID ): Sets the auto Farm escrow ID.
[(void )] aiSetAutoGatherEscrowID( int escrowID ): Sets the auto gather escrow ID.
[(bool )] aiSetAutoGatherMilitaryUnits( bool v ): Turns auto gathering of military units at bases on/off.
[(void )] aiSetDefaultStance( int defaultStance ): Sets your default stance for all of your units.
[(void )] aiSetEconomyPercentage( float v ): Set the economy priority percentage.
[(void )] aiSetEconomyPop( int v ): Set the script-defined economy pop for this player.
[(bool )] aiSetExploreDangerThreshold( float value): sets the ai's Explore Danger Threshold value.
[(void )] aiSetFarmLimit( int limit ): Sets the per plan farm build limit.
[(bool )] aiSetHandler( string handlerFunctionName, int type ): Sets the handler for given type of event.
[(bool )] aiSetHCGatherPoint( vector point ): Sets the HCGP.
[(void )] aiSetMaxLOSProtoUnitLimit(int limit): sets the limit for how many LOS Protounits the AI can build
[(void )] aiSetMilitaryPercentage( float v ): Set the military priority percentage.
[(void )] aiSetMilitaryPop( int v ): Set the script-defined military pop for this player.
[(void )] aiSetMinArmySize(long v): sets the min number of units in an attack army.
[(void )] aiSetMinNumberNeedForGatheringAggressvies(long v): sets the min number of needed units to gather aggressive animals.
[(void )] aiSetMinNumberWantForGatheringAggressives(long v): sets the min number of wanted units to gather aggressive animals.
[(void )] aiSetMostHatedPlayerID( int v ): Sets the script-defined most hated player ID for this player.
[(void )] aiSetOpportunityLocation( int opportunityID, vector location ): sets the location for this opp.
[(void )] aiSetOpportunityRadius( int opportunityID, float radius ): sets the radius for this opp.
[(bool )] aiSetOpportunityScore( long oppID, long permission, float affordable, float classscore, float instance, float total ): sets the score for this opp.
[(void )] aiSetOpportunityTargetID( int opportunityID, int targetType ): sets the target id for this opp.
[(void )] aiSetOpportunityTargetType( int opportunityID, int targetType ): sets the target type for this opp.
[(void )] aiSetPauseAllAgeUpgrades(bool v): sets the pause all age upgrades flag in the AI.
[(void )] aiSetPoliticianChoice(int age, int puid): Sets the scripts choice for the AgeX Politician.
[(void )] aiSetRandomMap(bool v): Sets the RM bool in the AI.
[(bool )] aiSetResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID ): Sets a subtype breakdown for a resource.
[(void )] aiSetResourceGathererPercentage( int resourceID, float value, bool normalize, int rgpIndex ): Sets the resource gatherer percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0).
[(void )] aiSetResourceGathererPercentageWeight( int rgpIndex, float weight ): Sets the RGP weight.
[(void )] aiSetWaterMap( bool v): Tells the AI if this is a water map or not.
[(void )] aiSetWorldDifficulty( int v ): Sets the world difficulty level.
[(void )] aiSwitchMainBase(int newBaseID, bool force): switch the newBaseID to be the main base.
[(bool )] aiTaskUnitBuild( int unitID, int buildingTypeID, vector position ): Does a lightweight (no plan) build tasking of the given unit to build the given building.
[(bool )] aiTaskUnitDelete( int unitID ): Deletes the given unit.
[(bool )] aiTaskUnitMove( int unitID, vector position ): Does a lightweight (no plan) move tasking of the given unit to the given location.
[(bool )] aiTaskUnitResearch( int unitID, int techID ): Does a lightweight (no plan) research tasking of the given unit for the given tech ID.
[(bool )] aiTaskUnitSpecialPower( int unitID, int powerID, vector position ): Does a lightweight (no plan) research tasking of the given unit for the given special power.
[(bool )] aiTaskUnitTrain( int unitID, int unitTypeID ): Does a lightweight (no plan) train tasking of the given unit for the given target unit type.
[(bool )] aiTaskUnitWork( int unitID, int targetUnitID ): Does a lightweight (no plan) work tasking of the given unit on the given target unit.
[(bool )] aiTreatyActive(): checks whether the given player has a treaty.
[(bool )] aiTribute( int playerID, int resourceID, float amount ): Tributes the given player.
[(int )] aiUnitGetTactic(int unitID): gets the specified unit's current tactic.
[(bool )] aiUnitSetTactic(int unitID, int tacticID): sets the specified tactic on the specified unit.