BrentRitchie
Chieftain
- Joined
- Oct 30, 2005
- Messages
- 25
Ok, In the last two tutorials we defined a new civilization, and then gave it context through the text info's. Now it's time to take the dive and play with the AI of the governing Leader. I picked John A Macdonald for this because he was canada's first prime minister, and he did the impossible by uniting Upper Canada, Lower Canada, and the maritimes to create the federation of Canada. Really cool guy. So now we have to tell the game about John Macdonald so that it knows how to play as him. Again the comments are inlined and at the end we do some more work with the text info's (Woohoo).
<!-- This decalares the root element and that we have to use the right schema -->
<!-- Working with schema's can be a pain if your not used to them. Most errors come from typos -->
<Civ4LeaderHeadInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
<-- This start the list of leader heads -->
<LeaderHeadInfos>
<!-- This is the start of a new leaderhead -->
<LeaderHeadInfo>
<!-- This tag is a definition of our new leaderhead, you can call it whatever you want -->
<!-- I suggest you keep to the naming scheme because it makes it easier to refrence your leaderhead. -->
<Type>LEADER_JOHN_MACDONALD</Type>
<!-- This is the long description tag -->
<!-- Remember the purpose of the text info's files? Thats reight we have to translate his name into different languages -->
<!-- We have to go back to the textinfo's file for this so we'll do it at the end of the tutorial -->
<Description>TXT_KEY_LEADER_JOHN_MACDONALD</Description>
<!-- This is the civilopedia entry for our Leader. Again we have to go back to the text info's files -->
<!-- We will do this at the end of the tutorial -->
<Civilopedia>TXT_KEY_LEADER_JOHN_MACDONALD_PEDIA</Civilopedia>
<!-- This defines the actual leader head that shows up in the trade screnn and such -->
<!-- Although I am using the Cyrus leaderhead I will show how to modify this later -->
<!-- And yes this is also in another file. -->
<ArtDefineTag>ART_DEF_LEADER_CYRUS</ArtDefineTag>
<!-- Ok this is the first of the AI definitions -->
<!-- I will try to fill in as many as I can but some are hard to figure out -->
<!-- If I don't know what a tag does I will simply put ???? in the comments. -->
<!-- If I have a guess it will look like ??My guess?? -->
<!-- When I figure it out then I will edit this tutorial. -->
<!-- ??When deciding to build city improvements wonders will be weighted by this number?? -->
<iWonderConstructRand>0</iWonderConstructRand>
<-- ??What the leaders normal attitude is towards everyone?? -->
<iBaseAttitude>0</iBaseAttitude>
<!-- ??How much the leader likes peace?? -->
<iBasePeaceWeight>0</iBasePeaceWeight>
<!-- ???? -->
<iPeaceWeightRand>0</iPeaceWeightRand>
<!-- ??If you are in a war this civ will be easy to persuade to join you?? -->
<iWarmongerRespect>0</iWarmongerRespect>
<!-- ??How close to the brink of war you have to be to stop talking?? -->
<iRefuseToTalkWarThreshold>0</iRefuseToTalkWarThreshold>
<!-- ???? -->
<iNoTechTradeThreshold>0</iNoTechTradeThreshold>
<!-- ???? -->
<iTechTradeKnownPercent>0</iTechTradeKnownPercent>
<!-- The maximum amount of the leaders total gold he is willing to trade -->
<iMaxGoldTradePercent>0</iMaxGoldTradePercent>
<!-- The maximum amount of the leaders total gold he is willing to trade per turn -->
<iMaxGoldPerTurnTradePercent>0</iMaxGoldPerTurnTradePercent>
<!-- ???? -->
<iMaxWarRand>0</iMaxWarRand>
<!-- ???? -->
<iMaxWarNearbyPowerRatio>0</iMaxWarNearbyPowerRatio>
<!-- ???? -->
<iMaxWarDistantPowerRatio>0</iMaxWarDistantPowerRatio>
<!-- ???? -->
<iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent>
<!-- ???? -->
<iLimitedWarRand>0</iLimitedWarRand>
<!-- ???? -->
<iLimitedWarPowerRatio>0</iLimitedWarPowerRatio>
<!-- ???? -->
<iDogpileWarRand>0</iDogpileWarRand>
<!-- ???? -->
<iMakePeaceRand>0</iMakePeaceRand>
<!-- ???? -->
<iDeclareWarTradeRand>0</iDeclareWarTradeRand>
<!-- ???? -->
<iDemandRebukedSneakProb>0</iDemandRebukedSneakProb>
<!-- ???? -->
<iDemandRebukedWarProb>0</iDemandRebukedWarProb>
<!-- How often the leader will raze a city -->
<iRazeCityProb>0</iRazeCityProb>
<!-- ???? -->
<iBuildUnitProb>0</iBuildUnitProb>
<!-- ???? -->
<iBaseAttackOddsChange>0</iBaseAttackOddsChange>
<!-- ???? -->
<iAttackOddsChangeRand>0</iAttackOddsChangeRand>
<!-- ??How much the leaders attitude will change if he has a higher score?? -->
<iWorseRankDifferenceAttitudeChange>0</iWorseRankDifferenceAttitudeChange>
<!-- ??How much the leaders attitude will change if he has a lower score?? -->
<iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange>
<!-- ??How much the leaders attitude will change if he has not negotiated open borders?? -->
<iCloseBordersAttitudeChange>0</iCloseBordersAttitudeChange>
<!-- ??How much the leaders attitude will change if he loses a war?? -->
<iLostWarAttitudeChange>0</iLostWarAttitudeChange>
<!-- ???? -->
<iAtWarAttitudeDivisor>0</iAtWarAttitudeDivisor>
<!-- ???? -->
<iAtWarAttitudeChangeLimit>0</iAtWarAttitudeChangeLimit>
<!-- ???? -->
<iAtPeaceAttitudeDivisor>0</iAtPeaceAttitudeDivisor>
<!-- ???? -->
<iAtPeaceAttitudeChangeLimit>0</iAtPeaceAttitudeChangeLimit>
<!-- ??How much the leaders attitude will change if another civ shares the same religion?? -->
<iSameReligionAttitudeChange>0</iSameReligionAttitudeChange>
<!-- ???? -->
<iSameReligionAttitudeDivisor>0</iSameReligionAttitudeDivisor>
<!-- ???? -->
<iSameReligionAttitudeChangeLimit>0</iSameReligionAttitudeChangeLimit>
<!-- How much the leaders attitude will change if another civ shares the same religion?? -->
<iDifferentReligionAttitudeChange>0</iDifferentReligionAttitudeChange>
<!-- ???? -->
<iDifferentReligionAttitudeDivisor>0</iDifferentReligionAttitudeDivisor>
<!-- ???? -->
<iDifferentReligionAttitudeChangeLimit>0</iDifferentReligionAttitudeChangeLimit>
<!-- ???? -->
<iBonusTradeAttitudeDivisor>0</iBonusTradeAttitudeDivisor>
<!-- ???? -->
<iBonusTradeAttitudeChangeLimit>0</iBonusTradeAttitudeChangeLimit>
<!-- ???? -->
<iOpenBordersAttitudeDivisor>0</iOpenBordersAttitudeDivisor>
<!-- ???? -->
<iOpenBordersAttitudeChangeLimit>0</iOpenBordersAttitudeChangeLimit>
<!-- ???? -->
<iDefensivePactAttitudeDivisor>0</iDefensivePactAttitudeDivisor>
<!-- ???? -->
<iDefensivePactAttitudeChangeLimit>0</iDefensivePactAttitudeChangeLimit>
<!-- ??How much the leaders attitude will change if they and another civ are fighting the same enemy?? -->
<iShareWarAttitudeChange>0</iShareWarAttitudeChange>
<!-- ???? -->
<iShareWarAttitudeDivisor>0</iShareWarAttitudeDivisor>
<!-- ???? -->
<iShareWarAttitudeChangeLimit>0</iShareWarAttitudeChangeLimit>
<!-- ??How much their attitude will change if another civ has adopted the same civics?? -->
<iFavoriteCivicAttitudeChange>0</iFavoriteCivicAttitudeChange>
<!-- ???? -->
<iFavoriteCivicAttitudeDivisor>0</iFavoriteCivicAttitudeDivisor>
<!-- ???? -->
<iFavoriteCivicAttitudeChangeLimit>0</iFavoriteCivicAttitudeChangeLimit>
<!-- ??What thier attitude is towards another civ before they demand tribute?? -->
<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to give help?? -->
<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade technology?? -->
<TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade strategic resources?? -->
<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade for resources that cause happiness?? -->
<HappinessBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HappinessBonusRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade resources that increase city health?? -->
<HealthBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HealthBonusRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade maps?? -->
<MapRefuseAttitudeThreshold>ATTITUDE_PLEASED</MapRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to declare war for another civ?? -->
<DeclareWarRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</DeclareWarRefuseAttitudeThreshold>
<!-- ???? -->
<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarThemRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to stop trading with another civ?? -->
<StopTradingRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingRefuseAttitudeThreshold>
<!-- ???? -->
<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to adopt a different civic?? -->
<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to convert religions?? -->
<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold>
??What thier attitude is towards another civ before they refuse an open border agreement?? -->
<OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse a defensive pact?? -->
<DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse a permanent alliance?? -->
<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
<!-- This defines the leaders civic prefrences -->
<FavoriteCivic>CIVIC_REPRESENTATION</FavoriteCivic>
<!-- start listing the leaders traits -->
<Traits>
<!-- New trait for our Leader -->
<Trait>
<!-- This tells us the trait we want to give our leader -->
<TraitType>TRAIT_EXPANSIVE</TraitType>
<!-- ???? -->
<bTrait>1</bTrait>
<!-- Finished giving this trait -->
</Trait>
<!-- Start a new trait for our leader -->
<Trait>
<!-- The rest is the same as above -->
<TraitType>TRAIT_CREATIVE</TraitType>
<bTrait>1</bTrait>
</Trait>
<!-- Finish listing our Leaders traits -->
</Traits>
<!-- Add some flavors to our Leader -->
<!-- This section is wierd. I know what this section is doing I'm just not sure the impact flavors have on our Leader -->
<Flavors>
<!-- Start adding a new flavor -->
<Flavor>
<!-- Tell the game which flavor specifically we want added -->
<FlavorType>FLAVOR_GROWTH</FlavorType>
<!-- ??Some type of weight added to the flavor?? -->
<iFlavor>5</iFlavor>
<!-- Finished with our first flavor -->
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<!-- Finished defining all flavors for our leader -->
</Flavors>
<!-- This is where the files start to get cryptic -->
<!-- Most of these are self explanatory but I have found descrepencies while playing -->
<!-- This section deals with when a civilization will contact you -->
<!-- This section and the next are highly intertwined here is the formula that I believe they use -->
<!-- ContactDelay +- (0 -> ContactRand) -->
<!-- What this means is that when a condition turns true a civ will wait the amount of turns in ContactDelay and randomly add or subtract a number between 0 and ContactRand -->
<!-- This equation gives a feeling of randomness but with purpose -->
<!-- The contact type are the conditions that must be true -->
<ContactRands>
<!-- Openeing tag of ContactRand -->
<ContactRand>
<!-- Tells which leader head variable you are working with -->
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<!-- The actual value of that variable -->
<iContactRand>0</iContactRand>
<!-- Closing tag of ContactRand -->
</ContactRand>
<!-- I am not going to go through each one as that would be pointless -->
<!-- I feel that all of these variables are expressive enough -->
<ContactRand>
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_JOIN_WAR</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_STOP_TRADING</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_GIVE_HELP</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_OPEN_BORDERS</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_PEACE_TREATY</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_TECH</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_BONUS</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_MAP</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<!-- Closing tag of Contact Rand -->
</ContactRands>
<!-- This decalares the root element and that we have to use the right schema -->
<!-- Working with schema's can be a pain if your not used to them. Most errors come from typos -->
<Civ4LeaderHeadInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
<-- This start the list of leader heads -->
<LeaderHeadInfos>
<!-- This is the start of a new leaderhead -->
<LeaderHeadInfo>
<!-- This tag is a definition of our new leaderhead, you can call it whatever you want -->
<!-- I suggest you keep to the naming scheme because it makes it easier to refrence your leaderhead. -->
<Type>LEADER_JOHN_MACDONALD</Type>
<!-- This is the long description tag -->
<!-- Remember the purpose of the text info's files? Thats reight we have to translate his name into different languages -->
<!-- We have to go back to the textinfo's file for this so we'll do it at the end of the tutorial -->
<Description>TXT_KEY_LEADER_JOHN_MACDONALD</Description>
<!-- This is the civilopedia entry for our Leader. Again we have to go back to the text info's files -->
<!-- We will do this at the end of the tutorial -->
<Civilopedia>TXT_KEY_LEADER_JOHN_MACDONALD_PEDIA</Civilopedia>
<!-- This defines the actual leader head that shows up in the trade screnn and such -->
<!-- Although I am using the Cyrus leaderhead I will show how to modify this later -->
<!-- And yes this is also in another file. -->
<ArtDefineTag>ART_DEF_LEADER_CYRUS</ArtDefineTag>
<!-- Ok this is the first of the AI definitions -->
<!-- I will try to fill in as many as I can but some are hard to figure out -->
<!-- If I don't know what a tag does I will simply put ???? in the comments. -->
<!-- If I have a guess it will look like ??My guess?? -->
<!-- When I figure it out then I will edit this tutorial. -->
<!-- ??When deciding to build city improvements wonders will be weighted by this number?? -->
<iWonderConstructRand>0</iWonderConstructRand>
<-- ??What the leaders normal attitude is towards everyone?? -->
<iBaseAttitude>0</iBaseAttitude>
<!-- ??How much the leader likes peace?? -->
<iBasePeaceWeight>0</iBasePeaceWeight>
<!-- ???? -->
<iPeaceWeightRand>0</iPeaceWeightRand>
<!-- ??If you are in a war this civ will be easy to persuade to join you?? -->
<iWarmongerRespect>0</iWarmongerRespect>
<!-- ??How close to the brink of war you have to be to stop talking?? -->
<iRefuseToTalkWarThreshold>0</iRefuseToTalkWarThreshold>
<!-- ???? -->
<iNoTechTradeThreshold>0</iNoTechTradeThreshold>
<!-- ???? -->
<iTechTradeKnownPercent>0</iTechTradeKnownPercent>
<!-- The maximum amount of the leaders total gold he is willing to trade -->
<iMaxGoldTradePercent>0</iMaxGoldTradePercent>
<!-- The maximum amount of the leaders total gold he is willing to trade per turn -->
<iMaxGoldPerTurnTradePercent>0</iMaxGoldPerTurnTradePercent>
<!-- ???? -->
<iMaxWarRand>0</iMaxWarRand>
<!-- ???? -->
<iMaxWarNearbyPowerRatio>0</iMaxWarNearbyPowerRatio>
<!-- ???? -->
<iMaxWarDistantPowerRatio>0</iMaxWarDistantPowerRatio>
<!-- ???? -->
<iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent>
<!-- ???? -->
<iLimitedWarRand>0</iLimitedWarRand>
<!-- ???? -->
<iLimitedWarPowerRatio>0</iLimitedWarPowerRatio>
<!-- ???? -->
<iDogpileWarRand>0</iDogpileWarRand>
<!-- ???? -->
<iMakePeaceRand>0</iMakePeaceRand>
<!-- ???? -->
<iDeclareWarTradeRand>0</iDeclareWarTradeRand>
<!-- ???? -->
<iDemandRebukedSneakProb>0</iDemandRebukedSneakProb>
<!-- ???? -->
<iDemandRebukedWarProb>0</iDemandRebukedWarProb>
<!-- How often the leader will raze a city -->
<iRazeCityProb>0</iRazeCityProb>
<!-- ???? -->
<iBuildUnitProb>0</iBuildUnitProb>
<!-- ???? -->
<iBaseAttackOddsChange>0</iBaseAttackOddsChange>
<!-- ???? -->
<iAttackOddsChangeRand>0</iAttackOddsChangeRand>
<!-- ??How much the leaders attitude will change if he has a higher score?? -->
<iWorseRankDifferenceAttitudeChange>0</iWorseRankDifferenceAttitudeChange>
<!-- ??How much the leaders attitude will change if he has a lower score?? -->
<iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange>
<!-- ??How much the leaders attitude will change if he has not negotiated open borders?? -->
<iCloseBordersAttitudeChange>0</iCloseBordersAttitudeChange>
<!-- ??How much the leaders attitude will change if he loses a war?? -->
<iLostWarAttitudeChange>0</iLostWarAttitudeChange>
<!-- ???? -->
<iAtWarAttitudeDivisor>0</iAtWarAttitudeDivisor>
<!-- ???? -->
<iAtWarAttitudeChangeLimit>0</iAtWarAttitudeChangeLimit>
<!-- ???? -->
<iAtPeaceAttitudeDivisor>0</iAtPeaceAttitudeDivisor>
<!-- ???? -->
<iAtPeaceAttitudeChangeLimit>0</iAtPeaceAttitudeChangeLimit>
<!-- ??How much the leaders attitude will change if another civ shares the same religion?? -->
<iSameReligionAttitudeChange>0</iSameReligionAttitudeChange>
<!-- ???? -->
<iSameReligionAttitudeDivisor>0</iSameReligionAttitudeDivisor>
<!-- ???? -->
<iSameReligionAttitudeChangeLimit>0</iSameReligionAttitudeChangeLimit>
<!-- How much the leaders attitude will change if another civ shares the same religion?? -->
<iDifferentReligionAttitudeChange>0</iDifferentReligionAttitudeChange>
<!-- ???? -->
<iDifferentReligionAttitudeDivisor>0</iDifferentReligionAttitudeDivisor>
<!-- ???? -->
<iDifferentReligionAttitudeChangeLimit>0</iDifferentReligionAttitudeChangeLimit>
<!-- ???? -->
<iBonusTradeAttitudeDivisor>0</iBonusTradeAttitudeDivisor>
<!-- ???? -->
<iBonusTradeAttitudeChangeLimit>0</iBonusTradeAttitudeChangeLimit>
<!-- ???? -->
<iOpenBordersAttitudeDivisor>0</iOpenBordersAttitudeDivisor>
<!-- ???? -->
<iOpenBordersAttitudeChangeLimit>0</iOpenBordersAttitudeChangeLimit>
<!-- ???? -->
<iDefensivePactAttitudeDivisor>0</iDefensivePactAttitudeDivisor>
<!-- ???? -->
<iDefensivePactAttitudeChangeLimit>0</iDefensivePactAttitudeChangeLimit>
<!-- ??How much the leaders attitude will change if they and another civ are fighting the same enemy?? -->
<iShareWarAttitudeChange>0</iShareWarAttitudeChange>
<!-- ???? -->
<iShareWarAttitudeDivisor>0</iShareWarAttitudeDivisor>
<!-- ???? -->
<iShareWarAttitudeChangeLimit>0</iShareWarAttitudeChangeLimit>
<!-- ??How much their attitude will change if another civ has adopted the same civics?? -->
<iFavoriteCivicAttitudeChange>0</iFavoriteCivicAttitudeChange>
<!-- ???? -->
<iFavoriteCivicAttitudeDivisor>0</iFavoriteCivicAttitudeDivisor>
<!-- ???? -->
<iFavoriteCivicAttitudeChangeLimit>0</iFavoriteCivicAttitudeChangeLimit>
<!-- ??What thier attitude is towards another civ before they demand tribute?? -->
<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to give help?? -->
<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade technology?? -->
<TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade strategic resources?? -->
<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade for resources that cause happiness?? -->
<HappinessBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HappinessBonusRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade resources that increase city health?? -->
<HealthBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HealthBonusRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to trade maps?? -->
<MapRefuseAttitudeThreshold>ATTITUDE_PLEASED</MapRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to declare war for another civ?? -->
<DeclareWarRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</DeclareWarRefuseAttitudeThreshold>
<!-- ???? -->
<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarThemRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to stop trading with another civ?? -->
<StopTradingRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingRefuseAttitudeThreshold>
<!-- ???? -->
<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to adopt a different civic?? -->
<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse to convert religions?? -->
<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold>
??What thier attitude is towards another civ before they refuse an open border agreement?? -->
<OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse a defensive pact?? -->
<DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
<!-- ??What thier attitude is towards another civ before they refuse a permanent alliance?? -->
<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
<!-- This defines the leaders civic prefrences -->
<FavoriteCivic>CIVIC_REPRESENTATION</FavoriteCivic>
<!-- start listing the leaders traits -->
<Traits>
<!-- New trait for our Leader -->
<Trait>
<!-- This tells us the trait we want to give our leader -->
<TraitType>TRAIT_EXPANSIVE</TraitType>
<!-- ???? -->
<bTrait>1</bTrait>
<!-- Finished giving this trait -->
</Trait>
<!-- Start a new trait for our leader -->
<Trait>
<!-- The rest is the same as above -->
<TraitType>TRAIT_CREATIVE</TraitType>
<bTrait>1</bTrait>
</Trait>
<!-- Finish listing our Leaders traits -->
</Traits>
<!-- Add some flavors to our Leader -->
<!-- This section is wierd. I know what this section is doing I'm just not sure the impact flavors have on our Leader -->
<Flavors>
<!-- Start adding a new flavor -->
<Flavor>
<!-- Tell the game which flavor specifically we want added -->
<FlavorType>FLAVOR_GROWTH</FlavorType>
<!-- ??Some type of weight added to the flavor?? -->
<iFlavor>5</iFlavor>
<!-- Finished with our first flavor -->
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<!-- Finished defining all flavors for our leader -->
</Flavors>
<!-- This is where the files start to get cryptic -->
<!-- Most of these are self explanatory but I have found descrepencies while playing -->
<!-- This section deals with when a civilization will contact you -->
<!-- This section and the next are highly intertwined here is the formula that I believe they use -->
<!-- ContactDelay +- (0 -> ContactRand) -->
<!-- What this means is that when a condition turns true a civ will wait the amount of turns in ContactDelay and randomly add or subtract a number between 0 and ContactRand -->
<!-- This equation gives a feeling of randomness but with purpose -->
<!-- The contact type are the conditions that must be true -->
<ContactRands>
<!-- Openeing tag of ContactRand -->
<ContactRand>
<!-- Tells which leader head variable you are working with -->
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<!-- The actual value of that variable -->
<iContactRand>0</iContactRand>
<!-- Closing tag of ContactRand -->
</ContactRand>
<!-- I am not going to go through each one as that would be pointless -->
<!-- I feel that all of these variables are expressive enough -->
<ContactRand>
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_JOIN_WAR</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_STOP_TRADING</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_GIVE_HELP</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_OPEN_BORDERS</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_PEACE_TREATY</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_TECH</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_BONUS</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_MAP</ContactType>
<iContactRand>0</iContactRand>
</ContactRand>
<!-- Closing tag of Contact Rand -->
</ContactRands>