Does AI vassalize too much?

Bah, wrong forum, sorry, ignore this.

Not necessarily. You can modify the leaderheadsinfos file to change the behavior.

IIRC:
VassalRefuseAttitudeThreshold - Sets the Attitude required before a civ will volunteer.
iVassalPowerModifier - The higher the more you'll have to beat 'em up before they'll Captiulate.
iFreedomAppreciation - The higher the more they'll want to get out from under your thumb.
 
I can't seem to locate any file like that - where would it be found?

Assets\XML\Civilizations\CIV4LeaderheadInfos.xml - you can set different leaders to be more or less likely to accept a given diplomatic proposal.
 
I can't seem to locate any file like that - where would it be found?

Whoops, I really should have said. And made sure I had exactly the right file name.

Starting in the game's install folder:

Beyond the Sword\Mods\Fall from Heaven 2 031\Assets\XML\Civilizations

File name:
Civ4LeaderHeadInfos.xml

The easiest way to edit it is via the FFH Editor.xls file in the mod's main directory. You'll need a fairly recent version of Excel though.

Gotta go for now.
 
I don't seem to have any such XLS files, but thanks for the info!

Edit:
Hmm, after looking through the files, it appears there might be something to my theory. VassalRefuseAttitudeThreshold is set to NONE for each leader. In regular BTS, it varies, but is most often ATTITUDE_PLEASED.

There's more to the decision than just attitude, though, isn't there?
 
There's more to the decision than just attitude, though, isn't there?

Yep. IIRC the game does some comparisons between your civ and the other civ. I believe the Threshold Attitude plays a large role in setting when the other civ will consider becoming your vassal at all. It may be more of a modifier than an actual threshold though, I don't know. But I'm pretty sure the Threshold is for peace-time use only, and PowerModifer is for war.

I don't seem to have any such XLS files, but thanks for the info!

Whoops again: .xlsm is the correct extension.
 
Edit:
Hmm, after looking through the files, it appears there might be something to my theory. VassalRefuseAttitudeThreshold is set to NONE for each leader. In regular BTS, it varies, but is most often ATTITUDE_PLEASED.

When I use excel to open up the file and go to VassalRefuseAttitudeThreshold I get a dropdown box that gives me the options of advisor culture, advisor economy, advisor growth, advisor military, advisor religion and advisior science. There is no option for Attitude_pleased or any other attitudes. So which advisor is most likely to be picked for which leader???
Also iVassalPowerModifier & iFreedomAppreciation are set to "0" for every single Leader in FfH also, surely this plays into what is going on also.
 
When I use excel to open up the file and go to VassalRefuseAttitudeThreshold I get a dropdown box that gives me the options of advisor culture, advisor economy, advisor growth, advisor military, advisor religion and advisior science. There is no option for Attitude_pleased or any other attitudes. So which advisor is most likely to be picked for which leader???
Also iVassalPowerModifier & iFreedomAppreciation are set to "0" for every single Leader in FfH also, surely this plays into what is going on also.

Aye - it does.

I've posted it to the bug thread with a link back to the discussion here.
 
There is no option for Attitude_pleased or any other attitudes.

That's a bug with the editor. An Attitude is what should go there, and you can enter one. Just not from the drop-down box. I generally cut and paste from one of the lines above.

Also iVassalPowerModifier & iFreedomAppreciation are set to "0" for every single Leader in FfH also, surely this plays into what is going on also.

Yep. I always change those, too.

And, btw, the values for each leader's attitude toward religion. I put in a lot of new values and double most of the #s already there.

Those #s are relatively small unmodded because the devs. want to emphasize replayability. At some point I might stop changing those values, but for now I'm happy with stronger, if predictable, leader's choices about religion.
 
And, btw, the values for each leader's attitude toward religion. I put in a lot of new values and double most of the #s already there.

Those #s are relatively small unmodded because the devs. want to emphasize replayability. At some point I might stop changing those values, but for now I'm happy stronger, if predictable, leader's choices about religion.

I completely agree with you here. I already knew about the religous weighting and usually triple these modifiers and then add in bonuses as I see appropriate. I.E. give the calabim a negative against the empyream or maybe falamar a small bonus for the council of esus, things like that.
 
I completely agree with you here. I already knew about the religous weighting and usually triple these modifiers and then add in bonuses as I see appropriate. I.E. give the calabim a negative against the empyream or maybe falamar a small bonus for the council of esus, things like that.

What's the chance either you or Tarq want to update Xien's modmod thread with your tweaks?
 
What's the chance either you or Tarq want to update Xien's modmod thread with your tweaks?

It doesn't lend itself well to a modular mod because it'd have to replace the entire LeaderHeadInfo.xml file, except for the Barbarian leader. But I can't think of many modular mods that use the file. As far as non-modular mods go, Fall Further certainly uses it.

Attached is a modular mod to try, though.

This is the whole file set up as a module. After installing it in your Modules folder it will over-ride the file in FFH2's XML folder. But this way you won't have to over-write it.

This isn't a copy of the file I play with, btw, but a rather a version cleaned up using a backup copy of the FFH2 editor. (I run a version with quite a few other tweaks to suit my LAN group's preferences.) So this isn't tested, but as long as I can successfully perform two multi-row/column cut-and-paste operations it should work.

After it is confirmed that the file works I'll make a Fall Further version, too, and stick it in the downloads area.
 

Attachments

This is the whole file set up as a module. After installing it in your Modules folder it will over-ride the file in FFH2's XML folder. But this way you won't have to over-write it.

What folder would that be, exactly? I can't seem to find it.
 
What folder would that be, exactly? I can't seem to find it.

"Modules"? Under the Assets folder. But you won't have a Modules folder unless you've already installed a modular mod.

The full path will be:
YOUR CIV4 DIRECTORY/Beyond the Sword/Mods/Fall from Heaven 2 031/Assets/Modules

The zip file has a folder in it. Put that folder in the Modules folder.

You'll also need to edit Fall from Heaven 2 031.ini. The first setting is "ModularLoading = 0" Change the "0" to a "1".

The .ini file is in the folder "Fall from Heaven 2 031".
 
I've played a calabim game with the changes posted here, and it was much better, I finally had a game without those annoying offers of vassalage, from everyother civ in game.
 
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