All about CIV4LeaderHeadInfos
XML info
File path: XML\Civilizations\CIV4LeaderHeadInfos.xml
Use of file: This file helps define the details, attitude and tendencies of each leader. Tweaking it allows possible the greatest effects on gameplay as it ultimately defines how the AI acts within the boundaries of the game. If you want to chance genereal things like more war, more less, longer wars, more tactile wars, more religious emphasis lighter diplomatic relations and the like, you can change it here. Moreover, if you want to make a new leader, you will need to know the specifics of these values to really make that leader unique, fitting your image or the scenario you set up.
Bagground
Idea
The point is the have all info about each XML-file in one place, starting with this one.
I for one am tired of having to search around for hours to find untrustworthy answers to what exactly all the different values mean. That's why I want to create a topic for every single important XML-file so that people only have to go one place for all important imformation. I have seen it done other places to a limited degree, but nothing like this.
So, I spent five hours this evening piecing things together to compile a list of all the values/definitions for this XML-file. Feel free to make suggestions, correction or additions. One thing I have really had problems with are all the divisor values, which I think I got wrong.
Game version: Civilization IV - Beyond the Sword v. 3.13
Explanation of terms
GS = Game standard, the lowest and highest value defined in the game. Sometimes only one value is present.
Probability = Likelyhood in percent
Random chance = The random chance means that a random number has to be within a certain range. So therefore, the lower the number, the greater the chance.
Threshold = Minimum requirement for something to be possible.
Definitions
In-game numbers
See CIV4LeaderHeadInfos numbers
XML info
File path: XML\Civilizations\CIV4LeaderHeadInfos.xml
Use of file: This file helps define the details, attitude and tendencies of each leader. Tweaking it allows possible the greatest effects on gameplay as it ultimately defines how the AI acts within the boundaries of the game. If you want to chance genereal things like more war, more less, longer wars, more tactile wars, more religious emphasis lighter diplomatic relations and the like, you can change it here. Moreover, if you want to make a new leader, you will need to know the specifics of these values to really make that leader unique, fitting your image or the scenario you set up.
Bagground
Idea
The point is the have all info about each XML-file in one place, starting with this one.
I for one am tired of having to search around for hours to find untrustworthy answers to what exactly all the different values mean. That's why I want to create a topic for every single important XML-file so that people only have to go one place for all important imformation. I have seen it done other places to a limited degree, but nothing like this.
So, I spent five hours this evening piecing things together to compile a list of all the values/definitions for this XML-file. Feel free to make suggestions, correction or additions. One thing I have really had problems with are all the divisor values, which I think I got wrong.
Game version: Civilization IV - Beyond the Sword v. 3.13
Explanation of terms
GS = Game standard, the lowest and highest value defined in the game. Sometimes only one value is present.
Probability = Likelyhood in percent
Random chance = The random chance means that a random number has to be within a certain range. So therefore, the lower the number, the greater the chance.
Threshold = Minimum requirement for something to be possible.
Definitions
- Type - Reference to the leader, in the format LEADER_NAME
- Description - The text that describes the leader. Defines the in-game name of the leader. Can be added directly or in Assets\XML\Text\CIV4GameText_Objects_BTS.xml
- Civilopedia - Civilopedia info about the leader. Can be added directly in Assets\XML\Text\CIV4GameText_Civilopedia_BTS.xml
- ArtDefineTag - The graphics and animation shown when you talk to a leader. Can be added/modified in Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml
- iWonderConstructRand - Defines how likely a leader will be to start construction of a wonder. Low = more likely, high = less likely. 0 does not mean a leader will not build wonders, the number signifies added likelyhood. GS: 10 - 50
- iBaseAttitude - The base number for defining how much a leader likes anyone, not affected by anything else. High = more friendly, low = less friendly. These numbers count the same as in-game, so -1 in this value would mean a hidden -1 in relations to all players for the specific player. GS: -1 - 2
- iBasePeaceWeight - Defines how much leaders like peace, affecting their attitude towards each other. It uses the formula 4 - (difference beween civ1 and civ2). Thus, the peace-loving leader Ghandi (value 10) and the warmonger Montezuma (value 0) will both get -6 attitude modifier towards each other. GS: 0 - 10
- iPeaceWeightRand - Alters the final number of iBasePeaceWeight adding a random number that lies between 0 and the value defined. Thus Ghandi (with iBasePeaceWeight 10) could go up to 13 with a value of 3. The value is set to the same for all players, giving an equal chance for a chance for the worse or for the better. GS: 3
- iWarmongerRespect - Acts as a modified for leaders' attitude towards one another. Between two leaders, the lowest value will define the added attitude for both players. So, when Churchill has 0 and Montezuma has 2, there is no added bonus to relations. GS: 0 - 2
- iEspionageWeight - Defines the AI preference for espionage. It is not known whether this only affects their use of the espionage slider or also affects what buildings, wonders and specialists they build. Higher = more likely, lower = less likely. GS: 50 - 150
- iRefuseToTalkWarThreshold - Affecs how likely an AI player is to refuse to talk to leaders who they are at war with. Lower = more likely, higher = less likely. GS: 5 - 12
- iNoTechTradeThreshold - An AI will only trade monolopoly technologies if its attitude towards the other civilization exceeds this value. So, higher = less likely to trade, lower = more likely to trade. GS: 5 - 20
- iTechTradeKnownPercent - The percentage of civilizations that has to know a certain technology before the leader no longer considers it a monopoly technology. GS: 0 - 100
- iMaxGoldTradePercent - Defines how big a percentage of the total treasury a leader is willing to trade away. GS: 5 - 20
- iMaxGoldPerTurnTradePercent - Defines how big a percentage of the total income per turn a leader is willing to trade way. GS: 10 - 15
- iMaxWarRand - The added random chance that a leader will declare a war unprovoked. Lower = more likely, higher = less likely. GS: 50 - 400
- iMaxWarNearbyPowerRatio - Limits the leader to only declaring unprovoked war when the potential opponent with adjacent borders stays within this power ratio limit. So, Montezuma (value 130) will declare an unprovoked war against an opponent with 130% of his power. So, higher = more likely, lower = less likely. GS: 80 - 130
- iMaxWarDistantPowerRatio - Limits the leader to only declaring unprovoked war when the potential opponent without adjacent borders stays within this power ratio limit. So, Montezuma (value 130) will declare an unprovoked war against an opponent with 130% of his power. So, higher = more likely, lower = less likely. GS: 30 - 100
- iMaxWarMinAdjacentLandPercent - The minimum amount of tiles a leader must have adjacent to another leader in order to declare war. GS: 0 - 4
- iLimitedWarRand - The added random chance that a leader will enter a limited, tactical war against another leader. Lower = more likely, higher = less likely. GS: 40 - 200
- iLimitedWarPowerRatio - Limits the leader to only declaring a limited, tactical war potential opponent stays within this power ratio limit. So, Montezuma (value 130) will declare an unprovoked war against an opponent with 130% of his power. So, higher = more likely, lower = less likely. GS: 90 - 130
- iDogpileWarRand - The added random chance that the leader will declare war at a nation already at war. Lower = more likely, lower = less likely. GS: 25 - 100
- iMakePeaceRand - The added random chance that the leader will declare peace. Lower = more likely, higher = less likely. GS: 10 - 80
- iDeclareWarTradeRand - The added random chance that the leader will try to have another leader declare war against an opponent. Lower = more likely, lower = less likely. GS: 40 - 60
- iDemandRebukedSneakProb - The probability, in percent, that the leader will make a sneak attack if you refuse his demands. Higher = more likely, lower = less likely. GS: 0 - 100
- iDemandRebukedWarProb - The probability, in percent, that the leader will declare open war if you refuse his demands. Higher = more likely, lower = less likely. GS: 0 - 50
- iRazeCityProb - The probability, in percent, that the leader will raze and captured city. Higer = more likely, lower = less likely. GS: 0 - 75
- iBuildUnitProb - The probability, in percent, that the leader will create a military unit when choosing what to construct in a city. Higher = more likely, lower = less likely. GS: 15 - 50
- iBaseAttackOddsChange - When attacking with a non-collateral unit, the AI prefers a to attack when it has good attack odds. This value adds to the attack odds, to make the AI think it's more likely to win. It is not known whether this value is directly comparative with the strength shown in in-game combat-odds. Higher = more likely to attack, lower = less likely to attack. GS: 0 - 6
- iAttackOddsChangeRand - A random value between 0 and this number is added to iBaseAttackOddsChange to make the AI more likely to attack. This is calculated from situation to situation. GS: 8 - 16
- iWorseRankDifferenceAttitudeChange - Modifier to attitude of the leader towards another leader with lower power ranking. GS: -3 - 0
- iBetterRankDifferenceAttitudeChange - Modifier to attitude of the leader towards another leader with higher power ranking. GS: -1 - 3
- iCloseBordersAttitudeChange - Modifier to the attitude of the leader towards any other leader with close borders. GS: -4 - -2
- iLostWarAttitudeChange - Modifier to the attitude of the leader towards any leader he has lost a war to. GS: -1
- iAtWarAttitudeDivisor - Modifier to the attitude of the leader towards any war opponent through the duration of the war. GS: 5
- iAtWarAttitudeChangeLimit - The maximum change in attitude (positive or negative) which can occur as an effect of iAtWarAttitudeDivisor. GS: 5
- iAtPeaceAttitudeDivisor - Modifier to the attitude of the leader towards any leader in times of peace. GS: 60
- iAtPeaceAttitudeChangeLimit - The maximum change in attitude (positive or negative) which can occur as an effect of iAtPeaceAttitudeDivisor. GS: 1
- iSameReligionAttitudeChange - Modifier to the attitude of the leader towards any leader with the same religion. GS: 1
- iSameReligionAttitudeDivisor - Modifier to the attitude of the leader towards any leader with the same religion. GS: 10
- iSameReligionAttitudeChangeLimit - The maximum change in attitude (positive or negative) which can occur as an effect of iSameReligionAttitudeChange. GS: 2 - 7
- iDifferentReligionAttitudeChange - Modifier to the attitude of the leader towards any leader with a different religion. GS: 0 - -2
- iDifferentReligionAttitudeDivisor - Not known. GS: -5
- iDifferentReligionAttitudeChangeLimit - The maximum change in attitude (positive or negative) which can occur as an effect of iDifferentReligionAttitudeChange. GS: -1
- iBonusTradeAttitudeDivisor - Don't know. GS: 50
- iBonusTradeAttitudeChangeLimit - The maximum change in attitude (positive or negative) as an effect of having a trade where more resources are received than given. GS: 2
- iOpenBordersAttitudeDivisor - Don't know. GS: 25
- iOpenBordersAttitudeChangeLimit - The maximum change in attitude (positive or negative) towards a leader with whom an open borders agreement is present. GS: 2
- iDefensivePactAttitudeDivisor - Don't know. GS: 12.
- iDefensivePactAttitudeChangeLimit - The maximum change in attitude (positive or negative) towards another leader as an effect of a defensive pack. GS: 2
- iShareWarAttitudeChange - Modifier to the attitude of the leader towards any leader who is at war with the same opponent. GS: 1
- iShareWarAttitudeDivisor - Don't know. GS: 8
- iShareWarAttitudeChangeLimit - The maximum change in attitude (positive or negative) towards another leader as an effect of sharing a war against a common opponent. GS: 2 - 6
- iFavoriteCivicAttitudeChange - Modifier to the attitude of the leader towards any leader who has the leader's favourite civic. GS: 1
- iFavoriteCivicAttitudeDivisor - Don't know. GS: 10
- iFavoriteCivicAttitudeChangeLimit - The maximum change in attitude (positive or negative) towards another leader as an effect having the leader's favourite civic. GS: 2 - 6
- DemandTributeAttitudeThreshold - When this relation is exceed, the leader stops demanding tribute. GS: ATTITUDE_CAUTIOUS
- NoGiveHelpAttitudeThreshold - This relation has to be exceeded before the leader will agree to provide help (when asked for
technologies or resourceS). GS: ATTITUDE_CAUTIOUS
- TechRefuseAttitudeThreshold - This relation has to be exceeded before the leader will agree to trade technologies. GS: ATTITUDE_FURIOUS - ATTITUDE_ANNOYED
- StrategicBonusRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to trade away strategic resources to another leader. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED
- HappinessBonusRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to trade away happiness resources to another leader. GS: ATTITUDE_FURIOUS - ATTITUDE_PLEASED
- HealthBonusRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to trade away health resources to another leader. GS: ATTITUDE_FURIOUS - ATTITUDE_PLEASED
- MapRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to trade world map to another leader. GS: ATTITUDE_FURIOUS - ATTITUDE_FRIENDLY
- DeclareWarRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to declare war upon the request of the other leader. GS: ATTITUDE_ANNOYED - ATTITUDE_FRIENDLY
- DeclareWarThemRefuseAttitudeThreshold - If relation is exceeded, the leader will refuse to declare war on that specific nation upon the request of the another leader. GS: ATTITUDE_ANNOYED - ATTITUDE_FRIENDLY
- StopTradingRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to stop trading with someone upon the request of the other leader. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED
- StopTradingThemRefuseAttitudeThreshold - If relation is exceeded, the leader will refuse to stop trading with that specific nation upon the request of the another leader. GS: ATTITUDE_FURIUS - ATTITUDE_CAUTIOUS
- AdoptCivicRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing adopt the a civic upon the
request of the other leader. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED
- ConvertReligionRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing convert to a religion upon the request of the other leader. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED
- OpenBordersRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing sign an open borders agreement upon the request of the other leader. GS: ATTITUDE_FURIOUS - ATTITUDE_ANNOYED
- DefensivePactRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing sign an open borders agreement upon the request of the other leader. GS: ATTITUDE_FURIOUS - ATTITUDE_ANNOYED
- PermanentAllianceRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to enter into a permanent alliance upon the request of the other leader. GS: ATTITUDE_CAUTIOUS - ATTITUDE_PLEASED
- VassalRefuseAttitudeThreshold - This relation has to be exceeded before the leader will voluntarily offer to become a vassal. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED
- iVassalPowerModifier - The higher the more you'll have to beat 'em up before they'll Captiulate. GS: -20 - 50
- iFreedomAppreciation - Sets the AI leaders preference for colonization. Lower = less likely, higher = more likely. GS: 20
- FavoriteCivic - The favourite civic of the leader.
- FavoriteReligion - The favourite religion of the leader.
- Traits - The leader traits of the leader.
- Flavors - Added weight on certain flavours (in terms of any game-choices) preferred by the leader. Higher = much
more favoured, lower = slightly more favoured
- ContactRands - Random chances for different reasons to make contact to other civilizations. Lower = more likely, higher = less likely.
- ContactDelays - Amount of turns that have to pass before the leader makes the same proposal to the same civilization.
- MemoryDecays - Amount of turns that have to pass in order for the leader to forget a past event influencing diplomatic relations.
- MemoryAttitudePercents - Don't know.
- NoWarAttitudeProbs - The probability, in percent, that the leader will not declare war given a specific relation. Higher = less likely to declare, lower = more likely to declare.
- UnitAIWeightModifiers - Types of units that the leader weigths, based on the DefaultUnitAI of the unit (see Assets\XML\Units\CIV4UnitInfos.xml). Higher = much greater weight, lower = slightly greater weight.
- ImprovementWeightModifiers - Types of improvements (made by units) that the leader weights. Higher = much greater weight, lower = slightly greater weight.
- DiplomacyIntroMusicPeace - Intro music when talking to the leader during time of peace, based on era. Can be defined in Assets\XML\Audio\Audio2DScripts.xml.
- DiplomacyMusicPeace - Music playing when talking to the leader during time of peace, based on era. Can be defined in Assets\XML\Audio\Audio2DScripts.xml.
- DiplomacyIntroMusicWar - Intro music when talking to the leader during time of war, based on era. Can be defined in Assets\XML\Audio\Audio2DScripts.xml.
- DiplomacyMusicWar - Music playing when talking to the leader during time of war, based on era. Can be defined in Assets\XML\Audio\Audio2DScripts.xml.
In-game numbers
See CIV4LeaderHeadInfos numbers