;If greater than 0, makes the AI less likely to attack with each of its
;creatures; if less than 0, makes it more likely to. The numbers are somewhat
;fluid: +12 is enough to keep a vanilla 1/1 creature from attacking, while it
;takes about -96 to get it to attack into certain death against a 1/1
;first-striking blocker.
;
;Defaults AiReluctantAttack = 0
AiReluctantAttack = 1;If greater than 0, makes the AI less likely to block with each of its
;creatures; if less than 0, makes it more likely to. Uses the same scale as
;AiReluctantAttack.
;
;Defaults AiReluctantBlock = 0
AiReluctantBlock = 1;If greater than 0, maybe makes the AI think the player is less likely to
;attack with each of his creatures; if less than 0, makes it think the player
;is more likely to. Uses the same scale as AiReluctantAttack.
;
;While the AI computes this value for the human player's cards, it's unclear
;whether and how it's actually used. Experiment and let me know, eh?
;
;Defaults PlayerReluctantAttack = 0
PlayerReluctantAttack = 1;If greater than 0, maybe makes the AI think the player is less likely to block
;with each of his creatures; if less than 0, makes it think the player is more
;likely to. Uses the same scale as AiReluctantAttack.
;
;While the AI computes this value for the human player's cards, it's unclear
;whether and how it's actually used. Experiment and let me know, eh?
;
;Defaults PlayerReluctantBlock = 0
PlayerReluctantBlock = 1;If set to 1, makes the AI consider playing all creature cards before combat in
;addition to the phases the individual cards are set to in ct_all.csv. A
;stopgap measure until haste-granting cards like
Concordant Crossroads have
;some mechanism to influence the AI while they're in play.
;
;Defaults CreaturesBeforeCombat = 0
CreaturesBeforeCombat = 1