Pfeffersack
Deity
This threads purpose is to find better values for the various tags in the leaderhead.xml in Planetfall to give the leaders more personality. Of course the bahaviour of the orginal SMAC is the first source, but I think it might be worth to look beyond that, if we can improve balance, atmoshere, AI quality or just make use of new options Civ4 offers.
The first part is a kind of guide to explain what each value means - it's no complete, especially the second part about attitudes and diplomatic behaviour relies on some guesswork.
Part One of the XML-values: Basic Attitude, War behaviour, (Tech) Trading, Wonders, Espionage
<iWonderConstructRand>0</iWonderConstructRand>
---> Likelihood to initiate a wonder
+ LOUIS XIV.: 50
- MONTEZUMA, SITTING BULL: 0
<iBaseAttitude>0</iBaseAttitude>
---> General basic attitude towards other civs
+ GANDHI and ZARA YAQOB: 2
- many other (mainly the Warmongers): -1
<iBasePeaceWeight>0</iBasePeaceWeight>
---> How much value has peace for a civ?
+ GANDHI: 10
- BRENNUS,DE GAULLE,GENGHIS,NAPOLEON,... 0
<iPeaceWeightRand>0</iPeaceWeightRand>
---> some random number between 0 and this is added to the above
+/- FOR ALL LEADERS: 3
<iWarmongerRespect>0</iWarmongerRespect>
---> The higher the number, the better a civ gets along with other warmongers
+ many of the warlike leaders: 2
- the pacifists: 0
<iEspionageWeight>0</iEspionageWeight>
--> (unsure) might be the value of espionage yields compared to other things like profuction, commerce, etc.
+ STALIN: 150; CATHERINE,MAO: 130
- GANDHI: 50; MANSA,TOKU: 60
<iRefuseToTalkWarThreshold>0</iRefuseToTalkWarThreshold>
---> How long does the AI refuse talking after going to war? Doubled, if the AI started the war
+ SITTING BULL: 12
- DE GAULLE: 5
<iNoTechTradeThreshold>0</iNoTechTradeThreshold>
--> (unsure) likely % of all civs which must know a tech, that an AI is willing to trade this tech
+ TOKU 100
- MANSA 0
<iTechTradeKnownPercent>0</iTechTradeKnownPercent>
--> max. no. of tech trades in an entire game an AI leader will do with another leader before thinking that he/she becomes too advanced
+ MANSA 20
- ALEXANDER, BISMARCK, BRENNUS, GENGHIS, HUAYNA, ISABELLA and others: 5
<iMaxGoldTradePercent>0</iMaxGoldTradePercent>
---> % of the total Gold in Treasury available for Trading/Diplomacy
+ LOUIS XIV: 30
- around 1/2 of the leaders: 5
<iMaxGoldPerTurnTradePercent>0</iMaxGoldPerTurnTradePercent>
---> % of the total GPT available for Trading/Diplomacy
+ LINCOLN, PACAL, SURYAVARMAN: 15
- all others: 10
<iMaxWarRand>0</iMaxWarRand>
---> 1 out of [number] chance per turn, that an AI starts to plan a war
+ MANSA MUSA, GANDHI: 400
- BOUDICA, GENGHIS, MONTEZUMA, RAGNAR, SHAKA: 50
<iMaxWarNearbyPowerRatio>0</iMaxWarNearbyPowerRatio>
---> Only if total war and nearby target: AI multiplies its own strength with [number]% to compare with possible targets
+ ISABELLA, MONTEZUMA, SITTING BULL: 130
- DE GAULLE, ELISABETH: 80
<iMaxWarDistantPowerRatio>0</iMaxWarDistantPowerRatio>
---> as above, but for non-nearby targets
+ ISABELLA, NAPOLEON: 100
- SITTING BULL: 0
<iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent>
---> One of three checks happening to see if total war vs. nearby civ happens. % of AI tiles adjacent to a civ must be greater then [number] to consider the civ as a target
+ ELISABETH, SITTING BULL, TOKUGAWA: 4
- ALEXANDER, ASOKA, BISMARCK, BOUDICCA, BRENNUS, GENGHIS,...: 0
<iLimitedWarRand>0</iLimitedWarRand>
---> 1 out of [number] chance per turn, that an AI starts to plan a limited war
+ ELISABETH, GANDHI, HATSCHEPSUT, LINCOLN, MANSA, PERICLES,...: 200
- ALEXANDER, GENGHIS, MONTEZUMA, NAPOLEON, RAGNAR: 40
<iLimitedWarPowerRatio>0</iLimitedWarPowerRatio>
---> Only if limited war and nearby target: AI multiplies its own strength with [number]% to compare with possible targets
+ ALEX,GENGHIS,LOUIS,MONTEZUMA: 130
- GANDHI,JOAO,JUSTINIAN. .: 80
<iDogpileWarRand>0</iDogpileWarRand>
---> 1 out of [number] chance per turn, that an AI starts to plan a dogpile war
+ LINCOLN: 150 (many others without a clear pattern 100)
- DE GAULLE: 20 (many others without a clear pattern 25)
<iMakePeaceRand>0</iMakePeaceRand>
--> 1 out of [number] basic chance per turn, that AI considers to try to make peace with one of it enemies (many others factors involved in final decision)
+ SITTING BULL 120
- ASOKA,CATHERINE,DE GAULLE,ELISABETH,GANDHI,LINCOLN.LOUIS, : 10
<iDeclareWarTradeRand>0</iDeclareWarTradeRand>
--> 1 out of [number] chance per turn and other civ they have contact with, that the AI tries to bribe them into on of their wars (likely affecting only other AIs as potential war allies)
+ PACAL: 60 (a bit strange?)
- all others: 40
<iDemandRebukedSneakProb>0</iDemandRebukedSneakProb>
--> %chance that an AI demanding something from someone else without success will plan a later executed war on the rejector (100=DoW for sure!)
+ WASHINGTON: 100; CATHERINE,RAGNAR: 80
- many of the more peaceful leaders: 0
<iDemandRebukedWarProb>0</iDemandRebukedWarProb>
--> same situation as in last tag, but this time %chance that war is declared immediately (not used in game)
+ GENGHIS,ROOSEVELT,SULEIMAN: 50
- many of the more peaceful leaders: 0
<iRazeCityProb>10</iRazeCityProb>
---> % after capturing a city that city will be razed (other factors might cause razing even if this is 0!))
+ GENGHIS: 75
- around 1/2 (pazifists): 0
<iBuildUnitProb>50</iBuildUnitProb>
---> Base chance that city chooses unit as build (further modified)
+ MEHMED,NAPOLEON,RAGNAR,SHAKA: 40
- GANDHI: 15
<iBaseAttackOddsChange>0</iBaseAttackOddsChange>
<iAttackOddsChangeRand>16</iAttackOddsChangeRand>
--> both seem to have an impact of how the AI overestimates battle odds and therefore its likelihood to attack. The first is a fix number, then two times a random number between 0 and [2.number] is drawn and added to 1). This value gets added to the battle odds(?)
+ NAPOLEON,RAGNAR: 4 (base)
- many others: 0 (base)
rand. value is 8 for all civs! (except barbs, from which I have copied the tags)
The first part is a kind of guide to explain what each value means - it's no complete, especially the second part about attitudes and diplomatic behaviour relies on some guesswork.
Part One of the XML-values: Basic Attitude, War behaviour, (Tech) Trading, Wonders, Espionage
<iWonderConstructRand>0</iWonderConstructRand>
---> Likelihood to initiate a wonder
+ LOUIS XIV.: 50
- MONTEZUMA, SITTING BULL: 0
<iBaseAttitude>0</iBaseAttitude>
---> General basic attitude towards other civs
+ GANDHI and ZARA YAQOB: 2
- many other (mainly the Warmongers): -1
<iBasePeaceWeight>0</iBasePeaceWeight>
---> How much value has peace for a civ?
+ GANDHI: 10
- BRENNUS,DE GAULLE,GENGHIS,NAPOLEON,... 0
<iPeaceWeightRand>0</iPeaceWeightRand>
---> some random number between 0 and this is added to the above
+/- FOR ALL LEADERS: 3
<iWarmongerRespect>0</iWarmongerRespect>
---> The higher the number, the better a civ gets along with other warmongers
+ many of the warlike leaders: 2
- the pacifists: 0
<iEspionageWeight>0</iEspionageWeight>
--> (unsure) might be the value of espionage yields compared to other things like profuction, commerce, etc.
+ STALIN: 150; CATHERINE,MAO: 130
- GANDHI: 50; MANSA,TOKU: 60
<iRefuseToTalkWarThreshold>0</iRefuseToTalkWarThreshold>
---> How long does the AI refuse talking after going to war? Doubled, if the AI started the war
+ SITTING BULL: 12
- DE GAULLE: 5
<iNoTechTradeThreshold>0</iNoTechTradeThreshold>
--> (unsure) likely % of all civs which must know a tech, that an AI is willing to trade this tech
+ TOKU 100
- MANSA 0
<iTechTradeKnownPercent>0</iTechTradeKnownPercent>
--> max. no. of tech trades in an entire game an AI leader will do with another leader before thinking that he/she becomes too advanced
+ MANSA 20
- ALEXANDER, BISMARCK, BRENNUS, GENGHIS, HUAYNA, ISABELLA and others: 5
<iMaxGoldTradePercent>0</iMaxGoldTradePercent>
---> % of the total Gold in Treasury available for Trading/Diplomacy
+ LOUIS XIV: 30
- around 1/2 of the leaders: 5
<iMaxGoldPerTurnTradePercent>0</iMaxGoldPerTurnTradePercent>
---> % of the total GPT available for Trading/Diplomacy
+ LINCOLN, PACAL, SURYAVARMAN: 15
- all others: 10
<iMaxWarRand>0</iMaxWarRand>
---> 1 out of [number] chance per turn, that an AI starts to plan a war
+ MANSA MUSA, GANDHI: 400
- BOUDICA, GENGHIS, MONTEZUMA, RAGNAR, SHAKA: 50
<iMaxWarNearbyPowerRatio>0</iMaxWarNearbyPowerRatio>
---> Only if total war and nearby target: AI multiplies its own strength with [number]% to compare with possible targets
+ ISABELLA, MONTEZUMA, SITTING BULL: 130
- DE GAULLE, ELISABETH: 80
<iMaxWarDistantPowerRatio>0</iMaxWarDistantPowerRatio>
---> as above, but for non-nearby targets
+ ISABELLA, NAPOLEON: 100
- SITTING BULL: 0
<iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent>
---> One of three checks happening to see if total war vs. nearby civ happens. % of AI tiles adjacent to a civ must be greater then [number] to consider the civ as a target
+ ELISABETH, SITTING BULL, TOKUGAWA: 4
- ALEXANDER, ASOKA, BISMARCK, BOUDICCA, BRENNUS, GENGHIS,...: 0
<iLimitedWarRand>0</iLimitedWarRand>
---> 1 out of [number] chance per turn, that an AI starts to plan a limited war
+ ELISABETH, GANDHI, HATSCHEPSUT, LINCOLN, MANSA, PERICLES,...: 200
- ALEXANDER, GENGHIS, MONTEZUMA, NAPOLEON, RAGNAR: 40
<iLimitedWarPowerRatio>0</iLimitedWarPowerRatio>
---> Only if limited war and nearby target: AI multiplies its own strength with [number]% to compare with possible targets
+ ALEX,GENGHIS,LOUIS,MONTEZUMA: 130
- GANDHI,JOAO,JUSTINIAN. .: 80
<iDogpileWarRand>0</iDogpileWarRand>
---> 1 out of [number] chance per turn, that an AI starts to plan a dogpile war
+ LINCOLN: 150 (many others without a clear pattern 100)
- DE GAULLE: 20 (many others without a clear pattern 25)
<iMakePeaceRand>0</iMakePeaceRand>
--> 1 out of [number] basic chance per turn, that AI considers to try to make peace with one of it enemies (many others factors involved in final decision)
+ SITTING BULL 120
- ASOKA,CATHERINE,DE GAULLE,ELISABETH,GANDHI,LINCOLN.LOUIS, : 10
<iDeclareWarTradeRand>0</iDeclareWarTradeRand>
--> 1 out of [number] chance per turn and other civ they have contact with, that the AI tries to bribe them into on of their wars (likely affecting only other AIs as potential war allies)
+ PACAL: 60 (a bit strange?)
- all others: 40
<iDemandRebukedSneakProb>0</iDemandRebukedSneakProb>
--> %chance that an AI demanding something from someone else without success will plan a later executed war on the rejector (100=DoW for sure!)
+ WASHINGTON: 100; CATHERINE,RAGNAR: 80
- many of the more peaceful leaders: 0
<iDemandRebukedWarProb>0</iDemandRebukedWarProb>
--> same situation as in last tag, but this time %chance that war is declared immediately (not used in game)
+ GENGHIS,ROOSEVELT,SULEIMAN: 50
- many of the more peaceful leaders: 0
<iRazeCityProb>10</iRazeCityProb>
---> % after capturing a city that city will be razed (other factors might cause razing even if this is 0!))
+ GENGHIS: 75
- around 1/2 (pazifists): 0
<iBuildUnitProb>50</iBuildUnitProb>
---> Base chance that city chooses unit as build (further modified)
+ MEHMED,NAPOLEON,RAGNAR,SHAKA: 40
- GANDHI: 15
<iBaseAttackOddsChange>0</iBaseAttackOddsChange>
<iAttackOddsChangeRand>16</iAttackOddsChangeRand>
--> both seem to have an impact of how the AI overestimates battle odds and therefore its likelihood to attack. The first is a fix number, then two times a random number between 0 and [2.number] is drawn and added to 1). This value gets added to the battle odds(?)
+ NAPOLEON,RAGNAR: 4 (base)
- many others: 0 (base)
rand. value is 8 for all civs! (except barbs, from which I have copied the tags)