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Enemy AI traits

Every unit in the game runs the same planner. It scores the moves available to it, the lines of sight those moves open or close, and the abilities it could spend energy on, then takes the best option and repeats until the turn is done.

Traits don't add special cases to that loop. They change the weights inside it — how much a kill is worth, how badly it wants to stay unseen, what it will pay to close distance. Two units with different traits read an identical board and come to opposite conclusions, which is the whole point: an encounter should not feel like one enemy copy-pasted.

There are 31 at present, grouped below. This page is generated from AiTraitRegistry.cs, so it matches what is actually in the build.

Aggression 6

How much risk it will eat to land damage.

Reckless Reckless
Takes high-risk actions, low regard for survival
Suicidal Revenge SuicidalRevenge
Will kill self to take someone down
Aggressive Aggressive
Prioritizes high-damage options, likes close range
Bloodthirsty Bloodthirsty
Will focus on finishing off wounded targets
Berserker Berserker
Prioritizes nearest or most hated enemy regardless of tact
Finisher Finisher
Only motivated by securing kills

Caution 3

What it does when the odds turn.

Cautious Cautious
Values cover and positioning
Cowardly Cowardly
Will flee or hide if outnumbered or injured
Self Preserving SelfPreserving
Avoids danger, prefers using shields

Target Selection 6

Who it decides is worth shooting.

Opportunistic Opportunistic
Attacks the weakest or most isolated enemy
Holds Grudge HoldsGrudge
Prioritizes players that hurt them
Prioritizes Drones PrioritizesDrones
Focuses on taking out player's support
Prioritizes Humans PrioritizesHumans
Targets human characters over fauna or drones
Ignores Wildlife IgnoresWildlife
Will not waste actions on non-humans
Prefers High Value Targets PrefersHighValueTargets
Targets those with strongest abilities

Psychology 5

The ones that make a unit unreliable.

Emotional Emotional
May act irrationally if angry or hurt
Paranoid Paranoid
May attack allies if confused or alone
Loyal Loyal
Will defend allies or protect a leader
Sadistic Sadistic
Targets weakest player, uses high-damage attacks to overkill
Pacifist Pacifist
Avoids fighting unless forced

Tactical 4

Preferred shape of a fight.

Prefers Cover PrefersCover
Always moves to cover when possible
Prefers Melee PrefersMelee
Chooses melee attacks over ranged
Prefers Ranged PrefersRanged
Avoids close range
Methodical Methodical
Maximizes damage per energy, takes no unnecessary risk

Movement 3

How willing it is to give up its position.

Mobile Mobile
Takes advantage of high movement or repositioning
Stationary Stationary
Avoids moving unless necessary
Ambusher Ambusher
Hides and waits, then strikes when player moves into range

Special 4

Situational and story-driven states.

Drugged Drugged
Ignores pain or logic, may behave erratically
Hallucinating Hallucinating
May attack random units or behave unpredictably
Pack Hunter PackHunter
Gets more aggressive when allies are nearby
Wasteful Wasteful
Spends energy freely with little regard for return