Bibor
Doomsday Machine
XML Diplomacy and leader flavors for Civilization 5
jpbar81 did a terrific job, so I'm linking his spreadsheet:
JPBAR81's AI LEADERS SPREADSHEET DOWNLOAD
***
For all of you that don't have the expansion yet, here are the latest values for all leaders (all DLCs included).
Here's a google spreadsheet link:
https://docs.google.com/spreadsheet/ccc?key=0AsTxFrznhhOFdGZvOVRqXzVJWkRaUlYtaV9HQjB6eFE
List of changes from vanilla:
How to read the table
The listed AI values represent how likely an AI leader is to:
- decide upon a way to win
- react to what you and the other AIs do
- react to wars, wonders being built, city-states etc.
- build units, buildings, wonders and what type
The higher the value, the more likely the AI will act according to that strategy. For example, Alexander has a very high score in pursuing a diplomatic victory. He might not take that route, but its very likely. Oda Nobunaga has a very low "Warmonger hate" score. He is very unlikely to hate you if you're a warmonger.
There's still a die roll involved (and other factors like distance from your civ etc.) but these tables should give you a very solid base on which you can plan your game so it affects diplomacy in the way you want it to.
Exact columns mean the follwing:
Competetiveness
Victory: chance of getting the "they think we try to win in a similar fashion" diplomatic penalty
Wonder: chance of getting the "they covet wonders we built" diplomatic penalty
Minor civ: chance of getting the "we compete for same city-states'" diplomatic penalty
Boldness: unknown
Diplobalance: unknown, possibly chance for getting diplomatic penalties for attacking or denouncing a nation you have declarations of friendship with.
Diplomacy
Warmongerhate: chance of diplomatic penalties for wiping out AIs, city-states and starting wars
Denouncewillingness: chance of denouncement, based also on number of active penalties
DoFwillingness: chance of wanting declarations of friendship, based also on active bonuses
Loyalty: chance of them backstabbing someone (war or denouncement)
Neediness: how likely they are go ask for resources/gold with DoF active
Forgiveness: chance of the AI forgiving old grudges (diplomatic penalties)
Chattiness: how likely they open up the screen and comment.
Meanness: unknown
Flavor
Offense/defense/city-defense: how likely they are to invest into offensive/defensive units or city defenses (walls, castles, military bases).
Military training: chance of building Barracks, Armories, Stables etc.
Recon/ranged/mobile/naval/navalrecon/air: Chance to build certain unit types
Navalgrowth/navaltileimprovement/waterconnection Chance to build lighthouses, seaports, fishing boats, harbors
Expansion, Growth, Tile improvement, Infrastructure: how likely they are to build settlers, workers, make tile improvements, roads
Production, science, gold, culture chance of building production, science, gold, culture buildings and focus on working those tiles
Happiness chance of building happiness buildings
GP, Wonders: first unkown, could be chance of building gardens or employing specialists, the other one is for chance of building wonders
Religion: unused (leftover from CIV4), currently affecting chance of going piety branch (positive) and going space victory (negative)
Diplomacy, Spaceship: how likely they are to go for UN or Science victory
Nuke: how likely they are to build Manhattan project and to build&use nukes.
Major civ approach
Neutral/friendly/guarded/hostile/afraid/war: How likely they are to decide upon having one of the stated attitudes, considering all other modifiers already in place
Deceptive: how likely their stated attitude does not reflect their real attitude. This is exactly the same model as was used in CIV4 (can declare at friendly, pleased, cautious) but otherwise does not affect current diplomacy (an AI that can declare war at Friendly and is thus deceptive, will still give you 300 gold for a luxury resource).
CS approach ignore/friendly/protective/conquest: how likely the AIs not to care / invest into (and do quests) / defend (civ X declares protection over CS Y) / conquer a city state.
How to read the table - Example leader: Ramesses
He's not likely to declare war/denounce you if you're close to victory.
He's likely to hate you for building lots of wonders.
He's likely to hate you (even denounce) if you declare wars often and wipe out civs (City-states count as a full civs)
He'll likely to offer and/or accept Declarations of Friendship.
Whatever reason he had to hate you in the past, he's not likely to ever forgive you.
He won't build many units. Of those that he does, most will be archers, artillery, mounted units and defensive units like pikemen or anti-aircraft guns.
He's going to have well-developed lands tile-improvement-wise.
His cities will contain workshops, granaries, watermills, markets, banks, culture buildings, as well as colisseums, circuses and theatres.
He will build as many wonders as he can.
He's most likely to go for a spaceship victory.
He will use nukes if he can.
Diplomatic relations are likely to deteriorate quickly with him (for whatever reason) but he is unlikely to declare war even then.
How to deal with Ramesses:
He's difficult to please and it is very likely that whatever you do he'll hate you eventually. Military-wise he's a pushover and you can take him out with sword/gunpowder units accompanied with siege. You don't need to fear his naval or air force, because its not likely to be ever up and running. Be wary of declaring on him after he completes manhattan project and has uranium, because he'll nuke you no problem. He's probably one of the best civs to completely wipe out or puppet up because his lands and cities are going to be filled with buildings, wonders and proper improvements.
jpbar81 did a terrific job, so I'm linking his spreadsheet:
JPBAR81's AI LEADERS SPREADSHEET DOWNLOAD
***
For all of you that don't have the expansion yet, here are the latest values for all leaders (all DLCs included).
Here's a google spreadsheet link:
https://docs.google.com/spreadsheet/ccc?key=0AsTxFrznhhOFdGZvOVRqXzVJWkRaUlYtaV9HQjB6eFE
List of changes from vanilla:
Spoiler :
Changelog:
Alexander
MajorCIV WAR from 7 to 6
Askia
Deceptive from 4 to 3
Augustus
Deceptive from 7 to 6
Build Recon from 4 to 3
Build units - Mobile from 5 to 4
Bismarck
MajorCIV WAR from 7 to 6
Elisabeth
MajorCIV WAR from 5 to 4
Gandhi
MajorCIV WAR from 3 to 2
Harun
Deceptive from 7 to 6
CS ignore from 6 to 3
Hiawatha
Deceptive from 7 to 5
Oda
Deceptive from 7 to 6
Ramkhamhaeng
MajorCIV WAR from 6 to 5
Deceptive from 7 to 6
Suleiman
MajorCIV WAR from 6 to 5
Washington
MajorCIV WAR from 5 to 4
Deceptive from 7 to 5
Isabella
MajorCIV WAR from 7 to 6
Deceptive from 6 to 5
Pachacuti
MajorCIV WAR from 7 to 5
Deceptive from 7 to 6
Kamehameha
MajorCIV WAR from 6 to 4
Harald Bluetooth
Deceptive from 5 to 4
Alexander
MajorCIV WAR from 7 to 6
Askia
Deceptive from 4 to 3
Augustus
Deceptive from 7 to 6
Build Recon from 4 to 3
Build units - Mobile from 5 to 4
Bismarck
MajorCIV WAR from 7 to 6
Elisabeth
MajorCIV WAR from 5 to 4
Gandhi
MajorCIV WAR from 3 to 2
Harun
Deceptive from 7 to 6
CS ignore from 6 to 3
Hiawatha
Deceptive from 7 to 5
Oda
Deceptive from 7 to 6
Ramkhamhaeng
MajorCIV WAR from 6 to 5
Deceptive from 7 to 6
Suleiman
MajorCIV WAR from 6 to 5
Washington
MajorCIV WAR from 5 to 4
Deceptive from 7 to 5
Isabella
MajorCIV WAR from 7 to 6
Deceptive from 6 to 5
Pachacuti
MajorCIV WAR from 7 to 5
Deceptive from 7 to 6
Kamehameha
MajorCIV WAR from 6 to 4
Harald Bluetooth
Deceptive from 5 to 4
How to read the table
The listed AI values represent how likely an AI leader is to:
- decide upon a way to win
- react to what you and the other AIs do
- react to wars, wonders being built, city-states etc.
- build units, buildings, wonders and what type
The higher the value, the more likely the AI will act according to that strategy. For example, Alexander has a very high score in pursuing a diplomatic victory. He might not take that route, but its very likely. Oda Nobunaga has a very low "Warmonger hate" score. He is very unlikely to hate you if you're a warmonger.
There's still a die roll involved (and other factors like distance from your civ etc.) but these tables should give you a very solid base on which you can plan your game so it affects diplomacy in the way you want it to.
Exact columns mean the follwing:
Competetiveness
Victory: chance of getting the "they think we try to win in a similar fashion" diplomatic penalty
Wonder: chance of getting the "they covet wonders we built" diplomatic penalty
Minor civ: chance of getting the "we compete for same city-states'" diplomatic penalty
Boldness: unknown
Diplobalance: unknown, possibly chance for getting diplomatic penalties for attacking or denouncing a nation you have declarations of friendship with.
Diplomacy
Warmongerhate: chance of diplomatic penalties for wiping out AIs, city-states and starting wars
Denouncewillingness: chance of denouncement, based also on number of active penalties
DoFwillingness: chance of wanting declarations of friendship, based also on active bonuses
Loyalty: chance of them backstabbing someone (war or denouncement)
Neediness: how likely they are go ask for resources/gold with DoF active
Forgiveness: chance of the AI forgiving old grudges (diplomatic penalties)
Chattiness: how likely they open up the screen and comment.
Meanness: unknown
Flavor
Offense/defense/city-defense: how likely they are to invest into offensive/defensive units or city defenses (walls, castles, military bases).
Military training: chance of building Barracks, Armories, Stables etc.
Recon/ranged/mobile/naval/navalrecon/air: Chance to build certain unit types
Navalgrowth/navaltileimprovement/waterconnection Chance to build lighthouses, seaports, fishing boats, harbors
Expansion, Growth, Tile improvement, Infrastructure: how likely they are to build settlers, workers, make tile improvements, roads
Production, science, gold, culture chance of building production, science, gold, culture buildings and focus on working those tiles
Happiness chance of building happiness buildings
GP, Wonders: first unkown, could be chance of building gardens or employing specialists, the other one is for chance of building wonders
Religion: unused (leftover from CIV4), currently affecting chance of going piety branch (positive) and going space victory (negative)
Diplomacy, Spaceship: how likely they are to go for UN or Science victory
Nuke: how likely they are to build Manhattan project and to build&use nukes.
Major civ approach
Neutral/friendly/guarded/hostile/afraid/war: How likely they are to decide upon having one of the stated attitudes, considering all other modifiers already in place
Deceptive: how likely their stated attitude does not reflect their real attitude. This is exactly the same model as was used in CIV4 (can declare at friendly, pleased, cautious) but otherwise does not affect current diplomacy (an AI that can declare war at Friendly and is thus deceptive, will still give you 300 gold for a luxury resource).
CS approach ignore/friendly/protective/conquest: how likely the AIs not to care / invest into (and do quests) / defend (civ X declares protection over CS Y) / conquer a city state.
How to read the table - Example leader: Ramesses
He's not likely to declare war/denounce you if you're close to victory.
He's likely to hate you for building lots of wonders.
He's likely to hate you (even denounce) if you declare wars often and wipe out civs (City-states count as a full civs)
He'll likely to offer and/or accept Declarations of Friendship.
Whatever reason he had to hate you in the past, he's not likely to ever forgive you.
He won't build many units. Of those that he does, most will be archers, artillery, mounted units and defensive units like pikemen or anti-aircraft guns.
He's going to have well-developed lands tile-improvement-wise.
His cities will contain workshops, granaries, watermills, markets, banks, culture buildings, as well as colisseums, circuses and theatres.
He will build as many wonders as he can.
He's most likely to go for a spaceship victory.
He will use nukes if he can.
Diplomatic relations are likely to deteriorate quickly with him (for whatever reason) but he is unlikely to declare war even then.
How to deal with Ramesses:
He's difficult to please and it is very likely that whatever you do he'll hate you eventually. Military-wise he's a pushover and you can take him out with sword/gunpowder units accompanied with siege. You don't need to fear his naval or air force, because its not likely to be ever up and running. Be wary of declaring on him after he completes manhattan project and has uranium, because he'll nuke you no problem. He's probably one of the best civs to completely wipe out or puppet up because his lands and cities are going to be filled with buildings, wonders and proper improvements.