"Afraid" Status

Ok, so civs can get afraid without nukes as well - I guess nukes are just likely to cross the threshold then. Makes sense - a civ with 30 artilleries and infantry isn't much more dangerous than one with 25 artilleries, but a single nuke already makes a big difference in terms of military performance.
 
My last game as Gandhi. I was playing the typical peaceful Gandhi culture and diplomatic game. When Washington who was friendly for a long time, suddenly turned hostile and said "Our threats are now backed with nukes!" So naturally, I decided to research atomic theory asap, and get nukes of my own, just in case.

I start cranking out a like 4 nukes, and 3 other civs around me all became afraid. Then Washington turned to guarded :lol:
 
It's silly to even think this information might be true. :rolleyes:

Why is it silly? I didn't say the other civs won't ever be afraid, I said they aren't as likely. If you look in the code certain civs are far more likely to become afraid than others. The civs with the highest afraid modifiers are

Montezuma: 7
Sejong: 7
Maria: 7
Maria I:7

On the other end of the spectrum, the least likely civs to be afraid are
Shaka: 2
Genghis: 2
Oda: 2
Napoleon: 2
 
There is a flavor scale(1 to 10) for a lot of leader behaviors in Civ5. Aztecs, Austria and Korea score higher than 5. Make sense for Sejong, Korea in the Joseon Dynasty was "afraid" of China. What's wrong with Montezuma and Maria Theresa?

I was playing Rome to show Sejong leader screen to my Korean family members. A couple of turns later I saw the "Afraid" status for the first time. I had 1 city, 1 warrior at turn 10 and he was already bowing down to me.
 
My last game Monty was afraid of me after I took 2 of his 3 cities and was threatening his capital. It was early in the game, but I was Shoshone with pathfinders upgraded to composite bowmen. He stayed afraid of me for quite a while too.
 
I have seen civs become afraid after taking out a few civilizations in a row in a short period of time. It doesn't last very long as a denouncement is coming quickly followed shortly by a DoW.
 
You don't need nukes. Having a huge army is enough, and AIs can stay afraid for a long time. They won't automatically become guarded/hostile if you don't provoke them. That is, the Afraid status by itself isn't penalising the player.
 
I would prefer it if Leaders did NOT have the AFRAID tag. World Leaders very, very rarely let you know if they`re afraid. More likely they would give you free gifts or give you compliments or just keep quiet. Wish I could remove it so I can guess (is he afraid of me or not?)

Oh well.

p.s. They can get afraid without you needing nukes. Ethiopia always gets afraid of me at some point.
 
AFRAID approach can come from the following:

1. A civ (AI or human) is enough of a military threat; i.e., if it is defined as a critical threat, weight for AFRAID approach is increased by 4 (assume for simplicity that weight is similar to probability)

Code:
////////////////////////////////////
	// MILITARY THREAT
	////////////////////////////////////

	switch(GetMilitaryThreat(ePlayer))
	{
	case THREAT_CRITICAL:
		viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] += /*0*/ GC.getAPPROACH_DECEPTIVE_MILITARY_THREAT_CRITICAL();
		viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += /*4*/ GC.getAPPROACH_GUARDED_MILITARY_THREAT_CRITICAL();
		viApproachWeights[MAJOR_CIV_APPROACH_AFRAID] += /*4*/ GC.getAPPROACH_AFRAID_MILITARY_THREAT_CRITICAL();
		viApproachWeights[MAJOR_CIV_APPROACH_FRIENDLY] += /*0*/ GC.getAPPROACH_FRIENDLY_MILITARY_THREAT_CRITICAL();
		break;
	case THREAT_SEVERE:
		viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] += /*0*/ GC.getAPPROACH_DECEPTIVE_MILITARY_THREAT_SEVERE();
		viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += /*3*/ GC.getAPPROACH_GUARDED_MILITARY_THREAT_SEVERE();
		viApproachWeights[MAJOR_CIV_APPROACH_AFRAID] += /*2*/ GC.getAPPROACH_AFRAID_MILITARY_THREAT_SEVERE();
		viApproachWeights[MAJOR_CIV_APPROACH_FRIENDLY] += /*0*/ GC.getAPPROACH_FRIENDLY_MILITARY_THREAT_SEVERE();
		break;
	case THREAT_MAJOR:
		viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] += /*0*/ GC.getAPPROACH_DECEPTIVE_MILITARY_THREAT_MAJOR();
		viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += /*2*/ GC.getAPPROACH_GUARDED_MILITARY_THREAT_MAJOR();
		viApproachWeights[MAJOR_CIV_APPROACH_AFRAID] += /*1*/ GC.getAPPROACH_AFRAID_MILITARY_THREAT_MAJOR();
		viApproachWeights[MAJOR_CIV_APPROACH_FRIENDLY] += /*0*/ GC.getAPPROACH_FRIENDLY_MILITARY_THREAT_MAJOR();
		break;
	case THREAT_MINOR:
		viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] += /*0*/ GC.getAPPROACH_DECEPTIVE_MILITARY_THREAT_MINOR();
		viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += /*0*/ GC.getAPPROACH_GUARDED_MILITARY_THREAT_MINOR();
		viApproachWeights[MAJOR_CIV_APPROACH_AFRAID] += /*1*/ GC.getAPPROACH_AFRAID_MILITARY_THREAT_MINOR();
		viApproachWeights[MAJOR_CIV_APPROACH_FRIENDLY] += /*0*/ GC.getAPPROACH_FRIENDLY_MILITARY_THREAT_MINOR();
		break;
	case THREAT_NONE:
		viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += /*2*/ GC.getAPPROACH_HOSTILE_MILITARY_THREAT_NONE();
		break;
	}

... or from the ratio of nukes; i.e., if another civ has nukes (even 1), and this civ does not, and the probability of use is >50% (humans are assigned a prob of 100% :D ), then AFRAID approach has its weight increased by 50 (huge increase, making it very likely)

Code:
// do we have nukes and they don't
	if(iTheirNukes == 0 && iOurNukes > 0)
	{
		viApproachWeights[MAJOR_CIV_APPROACH_WAR] += 25;
		viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += 25;
		viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] += 25;
		viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] -= 25;
		viApproachWeights[MAJOR_CIV_APPROACH_AFRAID] -= 50;
	}
	// do they have nukes and we don't
	else if (iTheirNukes > 0 && iOurNukes == 0 && iHowLikelyAreTheyToNukeUs > 50)
	{
		viApproachWeights[MAJOR_CIV_APPROACH_AFRAID] += 50;
		viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += 50;
		viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] -= 25;
		viApproachWeights[MAJOR_CIV_APPROACH_WAR] -= 50;
	}

... or from trading; i.e, if a civ is trading with another civ, AFRAID approach has its weight decreased by 1 (small change, but still valid):

Code:
////////////////////////////////////
	// Are we getting money from trade with them
	////////////////////////////////////
	int iCurrentTradeValue = GetPlayer()->GetTrade()->GetAllTradeValueFromPlayerTimes100(YIELD_GOLD, ePlayer) / 100;
	if(iCurrentTradeValue > 0) // todo: add thresholds
	{
		// todo: constant/XML
		viApproachWeights[MAJOR_CIV_APPROACH_WAR] -= 5;
		viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] -= 5;
		viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] += 5;
		viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] -= 1;
		viApproachWeights[MAJOR_CIV_APPROACH_AFRAID] -= 1;
		viApproachWeights[MAJOR_CIV_APPROACH_FRIENDLY] += 5;
		viApproachWeights[MAJOR_CIV_APPROACH_NEUTRAL] -= 2;
 
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