fulano
Warlord
I just wanted to start a thread to discuss what personalities the AIs should have and how to edit them.
First, how to edit them:
There are 8 personality types defined in MoO2Civ:
FLAVOR_MILITARY
FLAVOR_RELIGION
FLAVOR_PRODUCTION
FLAVOR_GOLD
FLAVOR_SCIENCE
FLAVOR_CULTURE
FLAVOR_GROWTH
FLAVOR_ESPIONAGE
Each leader can be assigned one or all of the flavors accompanied by a value from 1 to 10, 10 being the highest value. This number is then used by the AI to decide what to research and build next. This information is in the file "Civ4LeaderHeadInfos.xml"
Currently all the leaders are set to the culture flavor, and all the techs are set to the military flavor. This might be one reason the AI isn't very smart in MoO2Civ.
So here is my suggestion for what to set the races, then vary it a little for each leader. Most of the info came from here: http://www.angelfire.com/empire/ezixl/picture/moo2race.html#Alkari. (Some leader pictures could come from here by the way!)
Alkari: FLAVOR_SCIENCE: 8, FLAVOR_MILITARY: 7
Bulthari: FLAVOR_MILITARY: 10
Darlok: FLAVOR_ESPIONAGE: 10, FLAVOR_MILITARY: 5
Elerian: FLAVOR_ESPIONAGE: 4, FLAVOR_MILITARY: 6, FLAVOR_PRODUCTION: 4
Gnolam: FLAVOR_GOLD: 10, FLAVOR_RELIGION: 5
Humans: FLAVOR_CULTURE: 10, FLAVOR_RELIGION: 5, FLAVOR_SCIENCE: 4, FLAVOR_GOLD: 4
Klackon: FLAVOR_PRODUCTION: 8, FLAVOR_GROWTH: 5
Meklar: FLAVOR_PRODUCTION: 8, FLAVOR_MILITARY: 5
Mrrshan: FLAVOR_MILITARY: 9, FLAVOR_GOLD: 3
Psilons: FLAVOR_SCIENCE: 10, FLAVOR_RELIGION: 2, FLAVOR_GOLD: 3
Sakkra: FLAVOR_GROWTH: 10, FLAVOR_MILITARY: 5, FLAVOR_PRODUCTION: 2
Silicoid: FLAVOR_PRODUCTION: 10, FLAVOR_MILITARY: 4
Trilarian: FLAVOR_GROWTH: 6, FLAVOR_SCIENCE: 5, FLAVOR_RELIGION: 6
What do you guys think? Would you make any changes?
First, how to edit them:
There are 8 personality types defined in MoO2Civ:
FLAVOR_MILITARY
FLAVOR_RELIGION
FLAVOR_PRODUCTION
FLAVOR_GOLD
FLAVOR_SCIENCE
FLAVOR_CULTURE
FLAVOR_GROWTH
FLAVOR_ESPIONAGE
Each leader can be assigned one or all of the flavors accompanied by a value from 1 to 10, 10 being the highest value. This number is then used by the AI to decide what to research and build next. This information is in the file "Civ4LeaderHeadInfos.xml"
Currently all the leaders are set to the culture flavor, and all the techs are set to the military flavor. This might be one reason the AI isn't very smart in MoO2Civ.
So here is my suggestion for what to set the races, then vary it a little for each leader. Most of the info came from here: http://www.angelfire.com/empire/ezixl/picture/moo2race.html#Alkari. (Some leader pictures could come from here by the way!)
Alkari: FLAVOR_SCIENCE: 8, FLAVOR_MILITARY: 7
Bulthari: FLAVOR_MILITARY: 10
Darlok: FLAVOR_ESPIONAGE: 10, FLAVOR_MILITARY: 5
Elerian: FLAVOR_ESPIONAGE: 4, FLAVOR_MILITARY: 6, FLAVOR_PRODUCTION: 4
Gnolam: FLAVOR_GOLD: 10, FLAVOR_RELIGION: 5
Humans: FLAVOR_CULTURE: 10, FLAVOR_RELIGION: 5, FLAVOR_SCIENCE: 4, FLAVOR_GOLD: 4
Klackon: FLAVOR_PRODUCTION: 8, FLAVOR_GROWTH: 5
Meklar: FLAVOR_PRODUCTION: 8, FLAVOR_MILITARY: 5
Mrrshan: FLAVOR_MILITARY: 9, FLAVOR_GOLD: 3
Psilons: FLAVOR_SCIENCE: 10, FLAVOR_RELIGION: 2, FLAVOR_GOLD: 3
Sakkra: FLAVOR_GROWTH: 10, FLAVOR_MILITARY: 5, FLAVOR_PRODUCTION: 2
Silicoid: FLAVOR_PRODUCTION: 10, FLAVOR_MILITARY: 4
Trilarian: FLAVOR_GROWTH: 6, FLAVOR_SCIENCE: 5, FLAVOR_RELIGION: 6
What do you guys think? Would you make any changes?