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#1 |
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Doomsday Machine
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Diplomacy by numbers - spreadsheet
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/...lYtaV9HQjB6eFE List of changes from vanilla: Spoiler:
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. Last edited by Bibor; Nov 10, 2012 at 09:13 PM. |
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#2 |
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Squid Gynaecologist
Join Date: Apr 2010
Location: San Francisco, CA
Posts: 69
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That's genius, making Ghandi almost twice as likely to build nukes as ANY OTHER CIV.
How historically accurate and immersive. |
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#3 |
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Deity
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__________________
. Cottages! . GP Bulb Techs . Vaporize Stupid PeopleBuild at least 6 cities . Press Ctrl R to turn on resource bubbles . Build 1.5 workers per city . Check F9 Demographics often . Stay near the top in soldiers |
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#4 |
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Chieftain
Join Date: Apr 2007
Posts: 24
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#5 | |
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Emperor
Join Date: Mar 2004
Location: Elmendorf, Tx
Posts: 1,281
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Quote:
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#6 | |
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Chieftain
Join Date: Jun 2008
Posts: 38
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Quote:
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#7 |
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Warlord
Join Date: Feb 2009
Posts: 209
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I like how, on a scale of 1 - 10, Ghandi's love for nukes goes up to 12. Seriously, its the only number on there above 10 (and there are only two tens for that matter).
Great job making this table! |
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#8 | |
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Slave Trader
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Quote:
An extreme value like this suggests some sort of method for bypassing the underlying mechanics. What I found interesting was Wu Zetian. Few things are as immersion crushing as when you come across a Wu Zetian who rolled a 2 for expansion and tile improvement each, and a 8 for wonders, only to have (maybe) one wonder built, no additional cities and no tile improvements by the Renaissance or later.
__________________
It has always been the expressed opinion of wise men 'quod nihil sit tam infirmum aut instabile quam fama potentiae non sua vi nixae.'" Economic Left/Right: 5.12 Social Libertarian/Authoritarian: 1.90 |
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#10 |
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Emperor
Join Date: Jul 2002
Location: Illinois, USA
Posts: 1,769
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They must have changed Alexander. I remember his conquest of CS used to be one of the highest values but now he is ranked very high on protective. I also have noticed him going after diplomatic victory a lot after the patch.
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#11 |
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King
Join Date: Oct 2001
Posts: 674
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If we based a civilization's likelihood to build nukes on whether the leader historically would have built nukes, America would never have them.
__________________
Economic Left/Right: -5.75 Social Libertarian/Authoritarian: -4.56 |
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#12 |
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Chieftain
Join Date: Aug 2006
Location: Chapel Hill, NC, US
Posts: 81
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Great work Bibor!
For the diplomacy stats that does explain some of the oddball behaviors; if an AI rolled very high on WarmongerHate for example I imagine they would be very prone to hating you for helping defend them in a war. Some of the CS numbers probably need to be adjusted to make AI civs compete for CS favor more aggressively. It seems like only a few of the AIs in my games make a concerted effort to compete for CSs. With the vanilla game as it stands, there is only one good strategy for CSs: "compete for them!" and more AIs should be pursuing that good strategy than less ignoring them, which is just counterproductive.
__________________
![]() Civ V: the first Civ game which is more fun to think about than to play. |
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#13 |
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Prince
Join Date: Jan 2011
Location: Maroochydore, Queensland, Australia
Posts: 379
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12 for nukes means either
1. its outside the allowed range so therefore never build nukes 2. a developer set it to 12 as a joke and then forgot to set it back and it got live by mistake |
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#14 |
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Prince
Join Date: Feb 2002
Posts: 552
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#15 |
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Chieftain
Join Date: Jan 2011
Posts: 14
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What I find interesting in this graph are the victory numbers. It just seems strange to me that only a few AIs are competitive and will try to win, while the rest will just be content to sit there.
I don't know if this is new to civ (obviously I'm a very new civ player, look at my post count) but this just seems like a strange decision. Shouldn't every AI be competitive and try to win the game? |
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#16 |
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Prince
Join Date: Sep 2010
Location: British Columbia
Posts: 348
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Thanks for the chart. I might print off this chart for use during games when I'm wondering if the AI is deceiving me.
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#17 | |
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Doomsday Machine
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Quote:
As for the nuking itself, remember he has to have Manhattan as well as access to uranium. I've seen Gandhi go on a conquest spree (usually successful) in some of my games. I'm not sure he used nukes though (he probably would've if he had uranium). |
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#18 |
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Deity
Join Date: Aug 2002
Posts: 3,231
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I've seen him nuking Genghis.
Last edited by Tatran; Jan 24, 2011 at 02:36 AM. |
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#19 |
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The Omniscient
Join Date: Oct 2010
Location: Finland
Posts: 167
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Gandhi is crazy for nukes. In almost every game with India they have been the second civilization (after me) to finish the Manhattan Project.
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#20 |
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King
Join Date: Aug 2007
Posts: 726
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Hm. What do you think the best AIs are, based on this chart?
It looks like Askia, Alexander, Oda Nobunaga, Suleiman, and Montezuma are toughest, based on the fact that they have 8+ offense, so they will likely build units that the tactical AI is not complete fail with. Of these, Montezuma and Oda Nobunaga are most deceptive. Montezuma also only has a 2 for wonder-building, so he is unlikely to waste production. So if it weren't for companion cavalry and hoplites being scary, I would say Montezuma. However, Montezuma has an 8 for city state conquest, so he will likely waste all his time losing troops to city states. So Greece wins, because Greece: 1. Classical UUs 2. High Offense (Hoplite/Sword Production instead of archer/catapult) 3. 3 Ranged (Lack of ranged units is bonus for AI effectiveness) 4. High Mobility (coupled with CCs = dangerous) 5. High Meanness (lol) 6. 4 at growth (lower than average!) which means more hammers early for more units 7. 7 at War/Hostile (likely to attack w/ military advantage) 8. 4 at conquest for city states (unlikely to waste troops to fighting CS) Downsides: 7 at wonderbuilding (likely to waste hammers on this) Last edited by Smote; Jan 24, 2011 at 10:42 AM. |
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