Morgawr
Civ Fanatic
- Joined
- Apr 6, 2007
- Messages
- 932
As I've been playing Civ 4 I've found it helpful to have a few tables and charts to refer to before making some important decisions. I tend to ge a peaceful player and use a lot of diplomacy in my games. I have learned that it's important to know how the AI's will behave not only towards the human player but also to one another from the very beginning of the game, especially on higher difficulty levels. This makes gameplay more enjoyable for me. I know that there are players out there who would consider this 'spoiler' info as it reveals maybe too much about AI behavior, but I will go ahead and share them here since there's bound to be some who will appreciate them.
All of this info is from the BTS xml file. I would like to give credit to ori's Warlords AI Leaders Personality Matrix & AI Attitude Explained posts as they were the sources of my initial inspiration for digging into the xml during Warlords and later doing the same for BTs. So my value added here is basically understanding the data and putting it into a compact table/chart form for easy viewing and printing. I have been using these for a while now and recently updated all of them after I got BTS. Note that these tables are not meant to have every bit of info. I only showed those metrics I personally find interesting or useful. I'm posting 4 files:
1. Deals
This one is pretty dense but I wanted to show all on one page what deals the AIs will be willing to make. The letters correspond to the minimum attitudes that are required for that deal. (e.g. A = Annoyed)
One exception is the "3rd party" columns for going to war and cancelling trade - here the attitudes are the maximum attitude they can have towards the 3rd party. The color coding is indicative of the easiness of that deal.
Example: Alexander will go to war for you if he's cautious or better towards you. At the same time, he needs to be pleased or worse towards the AI that you're asking them to go to war with. Pericles, on the other hand, needs to be friendly or better towards you to go war, and annoyed or worse towards the 3rd party. Therefore, Pericles in this case is more difficult to convince to go to war relative to Alexander, which is why I color coded those deals red and Alexander's yellow.
Note that this table only reflects the attitude requirements for the deals. There are other factors that will affect the deal too of course, such as power ratios for wars. Or, if you're someone's worst enemy, they will never do anything with you. I find this table useful mainly in deciding when/who to bribe. For example, if I want Ragnar to trade me a luxury resource, but he's cautious with me right now, I will not bother to bribe or be nice to him because it's a long way to get him to friendly to trade that resource.
2. Attitude increases
Shows the maximum positive attitude you can expect from shared religion/civic/war. The colors are there to rank the values and simplify reading. Note that I only put these three metrics and left out ones such as open borders, years of peace, etc. attitude bonuses because they do not vary across AIs and thus are not interesting enough.
Note: Add +1 to share religion attitude if AI has holy city.
3. Tech trade
Summarizes the tech trading preferences of the AIs. I use mainly the first column here as I'm not totally confident about the rest.
The required % of players with tech comes from iTechTradeKnownPercent and is directionally indicative of how soon the AI will trade a tech, but in my games in does not 100% correspond with when they will trade it. Example: I've seen AI's with a low % value who would not trade the tech even though everyone else had it. I've also seen AI's with high % who would trade it even though according to the % they should't have been.. if anyone out there knows the formula please enlighten me. Btw, if an AI is friendly with you he'll trade anything so these no longer apply. "Too advanced" likelihood compares the iNoTechTradeThreshold values from xml. This is indicative of how likely the AI might say "We're afraid you're geting too advanced", but I'm not sure about the exact formula.
4. Peaceweight
I use this chart to see how the different AI's will 'naturally' get along before any religion or other modifiers. It's a visual representation of how they cluster in terms of their peaceweight. I tend to glance at it to see where an AI stands as opposed to using it to calculate the exact numbers. Basically, every AI has a peaceweight value, and the closer together this value is to another AI's peaceweight value, the better they naturally get along, and vice versa. Their peaceweight attitude modifier towards another AI is 4 minus the absolute value of the difference of the two values. In visual terms, if two leaders are four squares apart, they don't give any peaceweight modifiers. If they're on the same square, they give each other +4. If they're further than 4 squares apart, they give negative values.
The color coding is the base attitude which shows the 'friendliness' of the AI, which is another attitude modifier. There's also warmonger respect which is shown by thick or dashed borders. The lower of the two warmonger respect values are an additional attitude modifier for both AIs. Please note that this is not a comprehensive list of all attitude modifiers for the AI - just the ones that I feel are important because they're invisible but yet inherent in every game.
(Example: Zara Yaqob vs Ragnar. Their peaceweight adjuster is 4-(6-0) = -2. Furthermore, Ragnar has +2 warmonger respect and Zara has +1, so the lower of the two is +1. Finally, the base attitudes: Ragnar has -1 so for him this makes -2+1-1= -2 towards Zara. Zara has +2 base attitude which makes -2+1+2= +1 towards Ragnar. Like I said before, I don't typically bother to make these calculations, which is why I made this chart to make it easier to visually see where they stand.)
Enjoy!
All of this info is from the BTS xml file. I would like to give credit to ori's Warlords AI Leaders Personality Matrix & AI Attitude Explained posts as they were the sources of my initial inspiration for digging into the xml during Warlords and later doing the same for BTs. So my value added here is basically understanding the data and putting it into a compact table/chart form for easy viewing and printing. I have been using these for a while now and recently updated all of them after I got BTS. Note that these tables are not meant to have every bit of info. I only showed those metrics I personally find interesting or useful. I'm posting 4 files:
1. Deals
This one is pretty dense but I wanted to show all on one page what deals the AIs will be willing to make. The letters correspond to the minimum attitudes that are required for that deal. (e.g. A = Annoyed)

One exception is the "3rd party" columns for going to war and cancelling trade - here the attitudes are the maximum attitude they can have towards the 3rd party. The color coding is indicative of the easiness of that deal.

Example: Alexander will go to war for you if he's cautious or better towards you. At the same time, he needs to be pleased or worse towards the AI that you're asking them to go to war with. Pericles, on the other hand, needs to be friendly or better towards you to go war, and annoyed or worse towards the 3rd party. Therefore, Pericles in this case is more difficult to convince to go to war relative to Alexander, which is why I color coded those deals red and Alexander's yellow.

Note that this table only reflects the attitude requirements for the deals. There are other factors that will affect the deal too of course, such as power ratios for wars. Or, if you're someone's worst enemy, they will never do anything with you. I find this table useful mainly in deciding when/who to bribe. For example, if I want Ragnar to trade me a luxury resource, but he's cautious with me right now, I will not bother to bribe or be nice to him because it's a long way to get him to friendly to trade that resource.
2. Attitude increases
Shows the maximum positive attitude you can expect from shared religion/civic/war. The colors are there to rank the values and simplify reading. Note that I only put these three metrics and left out ones such as open borders, years of peace, etc. attitude bonuses because they do not vary across AIs and thus are not interesting enough.
Note: Add +1 to share religion attitude if AI has holy city.

3. Tech trade
Summarizes the tech trading preferences of the AIs. I use mainly the first column here as I'm not totally confident about the rest.

The required % of players with tech comes from iTechTradeKnownPercent and is directionally indicative of how soon the AI will trade a tech, but in my games in does not 100% correspond with when they will trade it. Example: I've seen AI's with a low % value who would not trade the tech even though everyone else had it. I've also seen AI's with high % who would trade it even though according to the % they should't have been.. if anyone out there knows the formula please enlighten me. Btw, if an AI is friendly with you he'll trade anything so these no longer apply. "Too advanced" likelihood compares the iNoTechTradeThreshold values from xml. This is indicative of how likely the AI might say "We're afraid you're geting too advanced", but I'm not sure about the exact formula.
4. Peaceweight
I use this chart to see how the different AI's will 'naturally' get along before any religion or other modifiers. It's a visual representation of how they cluster in terms of their peaceweight. I tend to glance at it to see where an AI stands as opposed to using it to calculate the exact numbers. Basically, every AI has a peaceweight value, and the closer together this value is to another AI's peaceweight value, the better they naturally get along, and vice versa. Their peaceweight attitude modifier towards another AI is 4 minus the absolute value of the difference of the two values. In visual terms, if two leaders are four squares apart, they don't give any peaceweight modifiers. If they're on the same square, they give each other +4. If they're further than 4 squares apart, they give negative values.
The color coding is the base attitude which shows the 'friendliness' of the AI, which is another attitude modifier. There's also warmonger respect which is shown by thick or dashed borders. The lower of the two warmonger respect values are an additional attitude modifier for both AIs. Please note that this is not a comprehensive list of all attitude modifiers for the AI - just the ones that I feel are important because they're invisible but yet inherent in every game.

(Example: Zara Yaqob vs Ragnar. Their peaceweight adjuster is 4-(6-0) = -2. Furthermore, Ragnar has +2 warmonger respect and Zara has +1, so the lower of the two is +1. Finally, the base attitudes: Ragnar has -1 so for him this makes -2+1-1= -2 towards Zara. Zara has +2 base attitude which makes -2+1+2= +1 towards Ragnar. Like I said before, I don't typically bother to make these calculations, which is why I made this chart to make it easier to visually see where they stand.)
Enjoy!