Dear Reader,
You are reading the 1st issue of "Civ illustrated"! The Team decided to cover a topic that, following our own judgement, isn't very well covered yet.
The issue is called "Know your enemy" quoting the famous Sun Tzu. This issue covers the different civilizations when they are played by an AI. Every leader of every nation in Beyond the Sword is going to be covered, giving you all the valuable information you need to understand that specific AI.
After having read this issue, you will not only be able to understand why a specific AI acts a certain way or why it does certain things, you'll be able to predict its behavior. You'll know why AI X is often stronger than AI Y, you'll learn new things on diplomacy, and you will be able to deal with AI's on a whole different level.
Don't read this guide if you enjoy the mysterious AI surprising you!
As writing this was a lot of work we did in our free time, we hope that you leave your feedback and that you rate our work via the "Rate Thread" function you'll find in the upper right corner of this post. We're glad if we could provoke some interest in you. Enjoy reading our 1st issue!
- The editorial staff
This whole guide is intended to describe the most important parts of the 52 AI's behavior in Civ 4 - Beyond the Sword.
It aims to be a tool most useful to veteran players who want to make that jump to Emperor/Immortal/Deity.
It is also intended as an all-in-one reference for each AI that can be linked in other forum threads as a resource.
This section of the guide "Understanding the Guide Correctly" is meant to explain what information is 100% valid, what info is a rule of thumb, and what remaining info is valid under what conditions.
For example, you will see Montezuma rated 0/10 builds wonders and think "Hey, I've seen him build wonders before!" This section will explain what the rating actually means.
All AI behavior originates in the game code that most people call "Leaderhead Info." It is here that all the personality values of the AI are stored in number form that makes all the leaders act differently from one another.
Here is a screenshot:
Spoiler:
In a very real sense, you are looking at part of Alexander's brain
As shown at the top, your average Window's 7 user can view LeaderHead Info by clicking on the folders: Firaxis Games->Sid Meier's Civilization 4->Beyond the Sword->Assets->XML->Civilizations->Civ4LeaderHeadInfos.xml
It might vary a little based on what version of windows or other operation system you are using, but it should be in the program files on your C drive somewhere unless you installed Civ 4 on another drive.
Over the years, multiple Civilization Fanatics Center users have kindheartedly transcribed all this info into spreadsheets and posted it onto the forums.
DanF5771 made a visually amazing spreadsheet at one point and forum member Kossin bundled it along with a few other tools here. Another rival spreadsheet is located here. Doubtless there are more Leaderhead Info spreadsheets floating around the forum. If you don't own Microsoft Excel because it costs $100, then download OpenOffice for free off the internet to view these spreadsheets and not miss out!
The Leaderhead spreadsheets are great, but not everyone instinctively understands what iunitbuildprob=30 or ask_for_help=100 actually means. Is 100 a lot or a little?
In 2007, a group headed by dj anion translated this info into an easier form with a comprehensive guide here.
Members of Civ Illustrated became aware of this effort at various points of this project. We are determined to push on with a forum-only version of our own leaders' guide to put into the Strategy Section. So enjoy dj anion's guide if you think it is superior, but we hope ours has a place as well!
Someone also attempted to explain every game mechanic in Civ 4 here. Good stuff if you wonder why sometimes your warrior gets 3xp and other times only 1xp from winning a battle.
97% of the information in the Civ Illustrated guide was gathered from the DanF5771 Spreadsheet, Deals.pdf, and Attitude Increases.pdf located here.
Civ 4 modders elsewhere on these forums created a wiki to explain Leaderhead Info terms here.
1) Name and Picture: Practically required so viewers know which AI is being described at a glance 2) Starting Techs: If an AI starts with Hunting, they will have a scout instead of a warrior. If an AI starts with Mysticism, expect them to found an early religion. 3) Civ Traits: The unique advantages that an AI will have throughout the game 4) Unique Unit and Building: Pains were taken to point out the differences that these units and buildings have compared to their regular counterparts 5) Favorite Civic: An AI will almost always change to this civic within 5 to 20 turns of getting the unlocking tech. 6) We Fear You Are Becoming Too Advanced (WFYABTA): This information should be considered mostly accurate. It is the number of techs you receive from AIs in trades before they will stop trading with you. So if you have met 4 civs, and get Fishing and Archery by trading away Alphabet, then your WFYABTA counter increases by 2 for the 4 civs you've met. Any unmet civs will not count. The entire process is explained in detail here.
In the DanF spreadsheet, WFYABTA is governed by the value iNoTechTradeThreshold. This value is modified by the difficulty you are playing using the iNoTechTradeModifier found here. If the base value is iNoTechTradeThreshold=5, then on Emperor this value is increased by 40% and becomes 7. Exceeding this value by making one more trade results in the dreaded "We Fear You Are Becoming Too Advanced" message appearing, so the Civ Illustrated guide adds this for the reader and reports the final value on Emperor difficulty to be 8. Thus 5 becomes (5*1.4)+1=8, 10 becomes (10*1.4)+1=15, 15 becomes (15*1.4)+1=22, and 20 becomes (20*1.4)+1=29. On Deity the iNoTechTradeThreshold=5 civ will say "We Fear You Are Becoming Too Advanced" after you have received 7 techs and on Prince the civ will say it after you receive the 9th tech due to the different handicaps.
Of course, WFYABTA isn't precisely so simple! Once you have received a tech, there is a 5% chance each turn that the AI will "forget" that you did so and reduce the counter by 1. This is governed by the MemDecays spreadhsheet value Received_Tech_From_Any=20. So every 20 turns after doing some tech trading your WFTYHBTA limit should effectively increase by one! No idea if this scales to Marathon or Quick speed, but the game needs a little mystery anyway.
There are three ways to continue trading with an AI once they begin telling you "We Fear You Are Becoming Too Advanced" The first is for both the AI and yourself to be in the bottom half of the scoreboard (includes dead civs). If you steal a tech from an AI with spies and it increases your own score so that you move into the top half of the scoreboard, that will end this loophole unless you can lower your score again. This strange mechanic involving the scoreboard might make you think that stealing techs counts towards the WFYABTA limit, but it does not! The second way to continue trading with a civ after WFYABTA is reached besides both of you having terrible scores is to reach Friendly with the target civ. Friendly civs will always trade techs to you . This can become a problem later if you pick up a vassal. Other civs consider their status with you to be the combined diplo rating of you and your vassal. So if you are Friendly with Brennus but Brennus is Annoyed with your vassal, then Brennus will most likely secretly be (Friendly+Annoyed)= Pleased with you and will show you the WFYABTA message even though you think you are Friendly with him. The third way is to take the target civ as a vassal and tell them "Why don't you research x" and then research something else and trade it with them once they finish.
Stealing techs works too but is not considered trading.
"We'd rather win the game" or "We don't want to start trading this right now" or "We have our reasons" are different messages with different meanings and have nothing to do with WFYABTA.
7) Will trade techs that __% of the other AI know describes the message "We don't want to start trading this right now." This is governed by the spreadsheet value iTechTradeKnownPercent. It should be considered a rule of thumb and not accurate info. iTechTradeKnownPercent is only the beginning of the calculation of whether the AI will tell you "We don't want to start trading this right now." Mansa has a value of 0 and will always trade monopoly techs to the player. Tokugawa has a value of 100 and will only trade techs when every other AI that he has met knows it first. Between these extremes, AIs will trade the tech to you after calculating what units it unlocks compared to the strongest land unit in the game, what buildings it unlocks (even the unique ones!), and what uncompleted wonders it unlocks. These various values modify iTechTradeKnownPercent greatly and confuse the final answer. Perhaps someday someone will unravel the mystery in totality.
DanF5771 gave a good stab at it here.
Silu also took a swing at it here.
Construction unlocks so many units and buildings that almost all the civs have to know the tech before they will trade it to you.
Conversely, some techs unlock nothing so all civs should be willing to trade it even if they are the only ones who know it. These techs include: Fishing
Agriculture
Animal Husbandry
Monotheism
Alphabet
Monarchy
Liberalism
Printing Press
Replaceable Parts
Scientific Method
8) The eight 0 to 10 rankings rank the various civs using a relative scale based on whole numbers. 0/10 Builds Wonders for Sitting Bull does not mean that he never builds wonders. It means that, compared to all the other civs, he is least likely to build wonders. Genghis Khan having 10/10 Makes Demands doesn't mean he will pester you every turn to hand over the gold, but he will do it more often than the rest of the civs. It is hoped that with experience, players will begin to understand the various extremes like Isabella (10/10 Convert Religion) and fill in the meaning of the 5/10 civs intuitively. Builds Wonders is fairly straightforward. The higher the value, the more likely a civ will choose to build a wonder. Based off of iWonderConstructRand. Builds Units is also straightforward. The higher the value, the more likely a civ will choose to build units. Based off of iBuildUnitProb. Espionage Spending is how many resources a civ tends to spend on building spies, espionage buildings, and the espionage slider. Based off of iEspionageWeight. Resists Capitulating is a bit more complicated. Our guide based this off of iVassalPowerModifier which describes how much more powerful the player must be than the AI before it will capitulate. The number of turns before an AI will talk peace should probably also have been included (iRefuseToTalkWarThreshold), but it was deemed to not be as important and avoided another complicated composite rating. The other factor in capitulation besides power is war success. You need a war success score of +40 before a civ will capitulate along with the required power ratio.
War success is explained here.
A more complicated capitulation calculation is performed here. Asks for Help is when a civ is pleased or friendly with you and asks for a tech, gold, or a resource. Based off of Ask_For_Help. Makes Demands is when a civ is cautious, annoyed, or furious with you and demands that you give them a tech, gold, or a resource. Based off of Demands_Tribute.
Demands to join their war or to stop trading with someone(embargo) wasn't rated as all AIs have the same rating except for (Catherine, Elizabeth, Kublai, Saladan, Suryavarman) who ask you to join their wars a bit more frequently. Demands you Convert is when an AI spreads their religion to one of you cities and demands you switch to their religion. Based off of Religion_Pressure. Demands Civic Change is when an AI demands that you change your civic to match theirs. Based off of Civic_Pressure.
These are the direct conversion values used to transform the LeaderHead Info values into 0 to 10 rankings:
9) Declares Wars of Conquest on Neighbors whom they are annoyed with is an overall measure of how often a civ goes to war. It is a composite rating and should have been from 0 to 100 but was kept to 0 to 10 with the help of decimals. The decimals do not signify fine enough data to justify that level of confidence and was mostly for aesthetic purposes, so please treat the war rating as a rough estimate.
There are 3 kinds of war that the AI wages in Civ 4 as shown here. They are Total War(Max War), Limited War, and Dogpile War. Each AI has a separate rating and desire for each of these types of war. These ratings are located in the WarVals section of the LeaderHead Info spreadsheet. Rather than have 3 separate war ratings for each civ, it was decided by members of Civ Illustrated that the average user would not be able to tell the difference between what type of war an AI was waging. So the most important type of war was selected, the kind the AI wages when it wants to conquer you, Total War!
The amazing DanF5771 provides a very in-depth look at the exact process the AI goes through when deciding to warhere. (Hint: Don't settle your cities close to each other )
From this guide, we see that the base chance per turn that an AI will decide to go to total war with somebody is (100/iMaxWarRand). Gandhi has a 0.25% base chance each turn and Ragnar, Montezuma, Alexander, etc. has a 2% chance each turn.
If DanF's war decision tree is a bit hard to read, try Smurkz's explanation. https://forums.civfanatics.com/threads/sgotm-07-smurkz.271903/page-20#post-6806299
Once an AI has decided to declare war on somebody, it goes down a list to pick the best war target. This is where diplomacy comes into play. There is a value in the spreadsheet called iNoWarProb and is the % chance that you won't be a war target after all. This is 0% if the civ is Furious with you and 100% if the civ is Friendly with you with various values inbetween so diplomacy really matters in Civ 4! Some civs also have a 100% no war probability if they are Pleased with you, so in effect they will never plot war against you once that threshold is reached. Thus, the two diplomacy rating thresholds left to get a meaningful composite war rating are Cautious and Annoyed. Rather than have 15 war ratings for the 3 types of war and 5 iNoWarProb thresholds, the iNoWarProb for Annoyed was selected as it had less variation. The base % chance to declare total war (iMaxWarRand) was adjusted by the iNoWarProbAnnoyed % to yield an adjusted % for each civ. This was changed to a 0 to 10 scale in the following manner:
Standard War Ranking using iMaxWarRand
400->0.25%->0/10
300->0.33%->2.9/10
250->0.40%->4.3/10
200->0.50%->5.7/10
100->1.00%->8.6/10
50->2.00%->10/10
Adjusted War Ranking with iNoWarProbAnnoyed factored in
0.20%->-1.8/10
0.25%->0/10
0.30%->1.8/10
0.33%->2.9/10
0.40%->4.3/10
0.50%->5.7/10
0.70%->6.9/10
0.80%->7.5/10
0.90%->8.0/10
1.00%->8.6/10
2.00%->10/10
As you can see, the rating is already getting controversial! Notice that the higher the % chance to go to war each turn rises, the 0 to 10 scale becomes less and less responsive. The 10/10 civs are twice as likely to go to war as an 8.6/10 civ. Unfortunately, this will get worse as 2 more factors were included to account for power ratios.
It turns out that if you study DanF's war decision tree closely, there is a power rating threshold beyond which civs will not attack you because you are too strong. In general, you are safe from attack if you are more than twice as strong as any other civ on the power graph no matter what the diplomatic situation is. This of course only applies until civs start getting vassals and you aren't playing with Aggressive AI turned on. Most high level players might discount this factor in favor of focusing on diplomacy because it is easier to chase nowarprobs at the start than to maintain twice the strength of any AI, but it still plays a factor in how warlike the AI are towards each other. There are two power ratio thresholds for Total Wars and they are iMaxWarNearbyPowerRatio and iMaxWarDistantPowerRatio. It was decided to use the nearby power ratio as AIs tend to attack civs that they border more often than distant civs.
Finally, iUnitBuildProb was selected as the final variable in our composite war ranking. If you ever compare the size of Ragnar's army to that of Gandhi's army, it seems this variable makes a difference! The Adjusted war rankings were modified by iUnitBuildProb and iMaxWarNearbyPowerRatio in the following manner:
These final adjustments yield the two most warlike civs as Montezuma(35/130) at 13/10 rating and Ragnar(40/110) at 12.8/10 rating. Gandhi(15/100) is the most peaceful civ at -4.6/10 rating. All 52 leader ratings were normalized back to a 0 to 10 scale by adding 4.6 to each rating and dividing by 17.6. People might argue that iunitbuildprob shouldn't affect the composite rating by +/- 2.5 or that nearby power ratios shouldn't affect it by +/- 1.5.
Yes, there is no hard data to justify these two adjustments! But the final results are pleasing:
Spoiler:
1) Alexander 8.6/10
2) Asoka 3.7/10
3) Augustus Caesar 4.6/10
4) Bismarck 5.6/10
5) Boudica 8.8/10
6) Brennus 7/10
7) Catherine 6.7/10
8) Charlemagne 7/10
9) Churchill 4.3/10
10) Cyrus 7/10
11) Darius 5.2/10
12) De Gaulle 5.7/10
13) Elizabeth 1.9/10
14) Frederick 4/10
15) Gandhi 0/10
16) Genghis Khan 9.5/10
17) Gilgamesh 8/10
18) Hammurabi 5.5/10
19) Hannibal 7/10
20) Hatshepsut 3.7/10
21) Huayna Capac 6.7/10
22) Isabella 6/10
23) Joao II 4.9/10
24) Julius Caesar 7.6/10
25) Justinian 7.6/10
26) Kublai Khan 6.4/10
27) Lincoln 0.8/10
28) Louis XIV 6.3/10
29) Mansa Musa 1.6/10
30) Mao Zedong 5.7/10
31) Mehmed II 7.8/10
32) Montezuma 10/10
33) Napoleon 9.1/10
34) Pacal II 2.8/10
35) Pericles 3.3/10
36) Peter 8/10
37) Qin Shi Huang 3.9/10
38) Ragnar 9.9/10
39) Ramesses II 3.7/10
40) Roosevelt 2.6/10
41) Saladin 5.5/10
42) Shaka 9.2/10
43) Sitting Bull 4.3/10
44) Stalin 7.6/10
45) Suleiman 7/10
46) Suryavarman II 7.6/10
47) Tokugawa 7.3/10
48) Victoria 5.1/10
49) Wang Kon 6.1/10
50) Washington 4.3/10
51) Willem van Oranje 6.7/10
52) Zara Yaqob 5.6/10
were placed next to the true warmongers, the few with iMaxWarRand=50 or a 2% chance each turn to begin plotting war. Napoleon raises eyebrows with a 9.1/10 even though his base chance is 1% each turn. His massive army and willingness to go to war with those stronger than him makes up for such a deficit. Tokugawa, Gilgamesh, Brennus, and Peter all appear to be comfortably ranked above 7/10 and many consider them warmongers too. Thus, this composite rating appears to be a good rating of how bloodthirsty a civ is on the surface .
Here is the same list sorted from 10/10 all the way down to 0/10:
Spoiler:
1) Montezuma 10/10
2) Ragnar 9.9/10
3) Genghis Khan 9.5/10
4) Shaka 9.2/10
5) Napoleon 9.1/10
6) Boudica 8.8/10
7) Alexander 8.6/10
8) Gilgamesh 8/10
9) Peter 8/10
10) Mehmed II 7.8/10
11) Julius Caesar 7.6/10
12) Stalin 7.6/10
13) Suryavarman II 7.6/10
14) Justinian 7.6/10
15) Tokugawa 7.3/10
16) Brennus 7/10
17) Charlemagne 7/10
18) Cyrus 7/10
19) Hannibal 7/10
20) Suleiman 7/10
21) Catherine 6.7/10
22) Huayna Capac 6.7/10
23) Willem van Oranje 6.7/10
24) Kublai Khan 6.4/10
25) Louis XIV 6.3/10
26) Wang Kon 6.1/10
27) Isabella 6/10
28) De Gaulle 5.7/10
29) Mao Zedong 5.7/10
30) Bismarck 5.6/10
31) Zara Yaqob 5.6/10
32) Hammurabi 5.5/10
33) Saladin 5.5/10
34) Darius 5.2/10
35) Victoria 5.1/10
36) Joao II 4.9/10
37) Augustus Caesar 4.6/10
38) Sitting Bull 4.3/10
39) Churchill 4.3/10
40) Washington 4.3/10
41) Frederick 4/10
42) Qin Shi Huang 3.9/10
43) Asoka 3.7/10
44) Hatshepsut 3.7/10
45) Ramesses II 3.7/10
46) Pericles 3.3/10
47) Pacal II 2.8/10
48) Roosevelt 2.6/10
49) Elizabeth 1.9/10
50) Mansa Musa 1.6/10
51) Lincoln 0.8/10
52) Gandhi 0/10
10) Flavors describe what kind of techs a civilization pursues. The flavor strength was converted from numbers to words as follows:
Flavor
2->Low
5->Medium
10->High
There are many factors that determine what technology a civ will pursue such as a random variable, a free tech or free great person (massive influence!), unlocks a religion(bigger factor if favorite), unlocks a unit, unlocks a wonder, unlocks a civic(bigger factor if favorite), the strategy the AI is pursuing, planning a war etc. It is thought that the flavor of the AI affects the tech choice perhaps 33% of the time.
All the calculated values for the various AI based off their flavors and the flavors of the techs can be found here.
Just looking at those results, it becomes apparent that Joao, Lincoln, Peter, and Tokugawa like Education more than the rest of the AI and are more likely to tech it.
Running through a calculation: Hatshepsut has religion flavor of 2(Low) and culture flavor of 5(Medium). Aesthetics has religion flavor of 2, science flavor of 6, and culture flavor of 8. So Hatshepsut calculates Aesthetics to have a value of 2*2+5*8=44. Mathematics has gold flavor of 2, production flavor of 1, military flavor of 1, and science flavor of 10. So Hatshepsut calculated Mathematics to have a value of 0. She will tend to tech Aesthetics before Mathematics.
Since flavors only influence what techs are researched to a limited degree, the usefulness on this info isn't as great as it could be. However, there is no denying that on average Isabella techs religions and Genghis Khan goes after Military Tradition, Rifling, and Artillery when they get the chance.
11) Factions (Peace Weight) is how the AI tend to divide themselves up. Low peace weights tend to be warmongers(but not always!), high peace weights tend to be pacifists, and the ones in the middle fall inbetween. The greater the difference in peace weights, the more the AIs hate each other. And the more they hate each other, the more they declare war on each other .
For our guide, we've divided up the peace weights into 0-2(Bad), 3-7(Neutral), and 8-10(Good). This results in the goods and the bads tending to go to war with each other more often with the neutrals choosing sides. If you want a mostly peaceful game, choose AIs with all high peace weights!
12) Base Attitude is how an AI starts off viewing everyone else. This is important to the player because it determines how fast you can get to pleased and friendly. Normally Furious is -10 or below, Annoyed is -9 to -3, Cautious is -2 to +2, Pleased is +3 to +9, and Friendly is +10 relations and greater.
The attitude an AI secretly starts out towards you with is very important! Tokugawa starts out a -1, so you need around +4 relations with him to get to pleased. Conversely, Zara Yaqob is secretly +2 with you so you can frequently get to Pleased with him with +1 relations. If you adopt Zara's religion early enough, you can get to Friendly with him at a mere +8 relations very quickly!
Attitudes of the AI towards you and other AI is more completely explained here.
13) Possible Diplo Modifiers are all the civ-specific ways you can build or hurt your relations with another AI. Refusing to do what another AI wants tends to result in a -1 penalty, and special cases where this is -2 or 0 is noted in our guide.
You might notice a slight difference between our Religion/Shared War/Share Civic values and those in the spreadsheet, but that is due to inherent values built into the game. Our values are all thoroughly tested and correct.
To save you time (values are the same regardless of gamespeed):
The peace bonus builds to +1 after 60 turns of peace
Open borders builds +1 every 25 turns to a max of +2
Shared resources builds +1 every 50 resource-turns to a max of +2
Different religion starts out 1 diplo point away from the max negative diplomacy for that AI and builds to the max negative diplomacy after 5 turns.
(If Isabella adopts a religion and does not own the religion's holy city, she will instantly feel -2 dilpomacy with all civs that have a different religion. After 5 turns this becomes -3)
Shared religion builds +1 every 10 turns (starts at +1, or +2 if AI controls the religion's holy city)
Shared war builds +1 every 8 turns (starts at +1)
Shared civics builds +1 every 10 turns (starts at +1 when you and the AI share their favorite civic)
Tech trades required to receive +1 "You have shared your Technology with us" is the number of techs you trade to an AI over the course of the game. Mansa and Peter are notable for only requiring 5 techs before giving this bonus. Due to rounding, the civs who require 7 techs to give the +1 bonus will yield a +3 bonus on the 20th tech instead of the 21st!
Much like WFYABTA, this entire process involves the 5% chance of the AI "forgetting" that you traded them a tech each turn so in reality you might have to trade a few extra techs to an AI before getting the bonus. Once the +1 bonus is yours, it will stay put no matter what the AI forgets. All the info was researched manually as it was not available anywhere else on these forums!
14) Attitude Thresholds are the diplomatic relations you must reach with an AI before they will perform a certain action. Please note that unusual cases like Gandhi who is always willing to trade techs doesn't apply if you are his worst enemy. When an AI is annoyed at you, then you are potentially their worst enemy unless they hate somebody else more. So Gandhi will trade techs with you at Furious only if he is more furious with somebody else. Also, a vassal is freed from all attitude thresholds and will do whatever you wish.
15) Favorite Tile Improvement is exactly what it says it is. An AI given a choice will tend to build more of that type of improvement.
16) War Behavior/Annoyance Factor/Analysis/Strategy is a written assessment of each AI written by a member of Civ Illustrated. It is not standardized like parts 1-15 so enjoy the freewheeling writing styles of each.
Rejects
Some things that didn't make it into the guide were:
City Razing (iRazeCityProb)
Favorite Units (UnitAI)
Missionary Spam
Unit Aggressiveness (iBaseAttackOddsChange)
War Decs for refused demands (iDemandRebukedSneakProb and iDemandRebukedWarProb)
Turns before an AI will talk peace (iRefuseToTalkWarThreshold)
Favorite Religion Border Tension Sensitivity (iCloseBorders, "Our Close Borders Spark Tension")
All cities that have never grown to Size 2 will autoraze unless "no city razing" is turned on before the game starts. Genghis Khan tended to barely raze cities Sized 2-4 that were far away from his empire, so city razing was dropped as not important.
Favorite Units started out with promise as modders were able to influence such behavior here, but it was determined that AIUnitTypes just wasn't a strong enough item in Civ 4 BTS to matter.
Missionary spam as a measure of how often a civ creates missionaries was a dead end. No coding seemed to influence the behavior. Perhaps civs that have a religious flavor and a holy city engage in it.
Unit Aggressiveness is important but didn't really affect how the human played in tests. Ragnar and Napoleon have the most aggressive units, so be careful stealing their workers and good luck luring them into traps.
War decs for refusing demands was tested with 6 Washingtons who have the highest values for engaging in the behavior. There was no noticeable effect. Only one demand refusal resulted in a war 10 turns later out of many.
Turns before an AI will talk peace wasn't deemed important enough to include is under review*
Favorite Religion is a minor factor in teching choice and in the ratio of citizens needed to switch from one religion to another if it involves the civ's favorite religion. Not important enough to include.
Border Tensions is currently under review*
Important Links
Main Source for this guide (DanF5771 Spreadsheet) - Here
Alternative LeaderHead Info Spreadsheet - Here
Wiki Explaining LeaderHead Info terms - Here
dj anion's AI behavior guide [Know Your Enemy], our competitors... - Here
Game Mechanics - Here
"We Fear You Are Becoming Too Advanced" guide - Here
Civ 4 Difficulty Modifiers - Here
War Success (Need +40 before a civ will capitulate) - Here
DanF5771 performs complicated Capitulation Calculation involving vassals - Here
3 Types of War that the AI wages - Here
DanF5771 explains every step the AI takes before deciding to declare war - Here
All the techs in the game with their various flavors - Here
Completed flavor calculations (The bigger the number, the more the AI likes to research that tech!) - Here
Diplomacy Explanation Guide (Includes all the hidden variables that AIs have with you and the other AI) - Here
Credits Seraiel - Founder of Civ Illustrated, Recruiter, Analysis Writer Kaitzilla - Issue #1 Leader, Information Section Writer, Researcher, Pasted together "Understanding the Guide Correctly" from C.I. Forum Pangaea - Coder, Tables, Information Section Writer Quibblesome - Coder and Tables Tachywaxon - Researcher, Chief Code Reader Marvinlegend - Analysis Writer Herodotis Rex - Analysis Writer Choggy - Information Section Writer T-Hawk - Researcher Coanda - Researcher Kossin - Provided Crucial Links DMOC - Proposed the (Know Your Enemy) guide idea and pushed it for Issue #1 Shakabrade - Ideas and Support Jex - Ideas and Support Zx Zero Zx - Ideas and Support Um the Muse - Ideas and Support Vranism - Ideas and Support Habitus - Ideas and Support Sun Tzu Wu - Proofreading Contributor
Special thanks to DanF5771 for his excellent work and to the readers who gave feedback in our Strategy and Tips forum thread.
Aggressive - Free Combat I promotion for Melee and Gunpowder units
Double production speed of Barracks and Drydock Philosophical - +100% birth rate
Double production speed of University
Phalanx - Axeman with +100% Defense vs. Chariots Odeon - Colosseum with an extra +1 and +3
Can turn 2 citizens into Artists
Extra +1 from Hit Singles
Favorite Civic - Vassalage
We Fear You Are Becoming Too Advanced appears after he sees you receive 8 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 30% of the other AIs also know the tech
Asks for Help 4/10
Demands Tribute 4/10
Demands You Convert To His Religion 5/10
Demands Civic Change 1/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 8.6/10
Flavor Military (Medium) + Growth (Low)
Faction (Peace Weight) Bad (+0)
Base Attitude towards Human Player (+0)
Possible Diplo Bonuses
Different Religion Penalty - Up to -2 Relations (or -3 if Alexander owns the Holy City)
Shared Religion Bonus - Up to +5 Relations (or +6 if Alexander owns the Holy City)
Shared War Bonus - Up to +4 Relations (or +5 while human and Alexander share a war)
Shared Civic Bonus - Up to +3 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Cautious
Will trade extra health resources: Cautious
Will trade extra strategic resources: Pleased
Will trade map: Friendly
Can plot war at pleased: Yes
Can be bribed to war against AI: Cautious (If he is pleased or lower with target AI)
Will sign trade embargoes: Pleased (If he is cautious or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Friendly
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Spiritual - No Anarchy when changing Civics or Religions
Double production speed of Temple and the Cristo Redentor Wonder Organized - -50% Civic Upkeep Costs
Double production speed of Lighthouse, Courthouse, and Factory
Fast Worker - Worker with 3 Mausoleum - Jail with an extra +2
Favorite Civic - Free Religion
We Fear You Are Becoming Too Advanced appears after he sees you receive 15 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 20% of the other AIs also know the tech
Asks for Help 6/10
Demands Tribute 1/10
Demands You Convert To His Religion 8/10
Demands Civic Change 3/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 3.7/10
Flavor Religion (Medium) + Science (Low)
Faction (Peace Weight) Good (+8)
Base Attitude towards Human Player (+1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -1 Relations (or -2 if Asoka owns the Holy City)
Shared Religion Bonus - Up to +8 Relations (or +9 if Asoka owns the Holy City)
Shared War Bonus - Up to +2 Relations (or +3 while human and Asoka share a war)
Shared Civic Bonus - Up to +5 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 20
Attitude Thresholds
Will open borders: Annoyed
Will trade techs: Cautious
Will trade extra happy resources: Annoyed
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Cautious
Will trade map: Cautious
Can plot war at pleased: Nope
Can be bribed to war against AI: Pleased (If he is cautious or lower with target AI)
Will sign trade embargoes: Friendly (If he is annoyed or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Pleased
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Industrious- +50% bonus on production of Wonders
Double production speed of Forge Imperialistic - +50% bonus on production of Settlers
+100% emergence of Great Generals
Praetorian - Swordsman with 8 instead of 6, and costs 45 instead of 40. Loses the 10% City Attack bonus Forum - Market with additional +25% birth rate
Favorite Civic - Representation
We Fear You Are Becoming Too Advanced appears after he sees you receive 22 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 40% of the other AIs also know the tech
Asks for Help 4/10
Demands Tribute 1/10
Demands You Convert To His Religion 5/10
Demands Civic Change 5/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 4.6/10
Flavor Production (Medium) + Military (Low)
Faction (Peace Weight) Good (+8)
Base Attitude towards Human Player (+0)
Possible Diplo Bonuses
Different Religion Penalty - Up to -1 Relations (or -2 if Augustus owns the Holy City)
Shared Religion Bonus - Up to +4 Relations (or +5 if Augustus owns the Holy City)
Shared War Bonus - Up to +3 Relations (or +4 while human and Augustus share a war)
Shared Civic Bonus - Up to +5 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Annoyed
Will trade techs: Cautious
Will trade extra happy resources: Annoyed
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Cautious
Will trade map: Cautious
Can plot war at pleased: Nope
Can be bribed to war against AI: Friendly (If he is cautious or lower with target AI)
Will sign trade embargoes: Pleased (If he is annoyed or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Industrious- +50% bonus on production of Wonders
Double production speed of Forge Expansive - +2 per city
Double production speed of Granary and Harbor
+25% bonus on production of Workers
Panzer - Tank with +50% vs. Armored units Assembly Plant - Factory that builds +50% faster with Coal. Can also turn 4 Citizens into Engineers instead of 2
Favorite Civic - Nationhood
We Fear You Are Becoming Too Advanced appears after he sees you receive 8 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 70% of the other AIs also know the tech
Asks for Help 6/10
Demands Tribute 4/10
Demands You Convert To His Religion 2/10
Demands Civic Change 1/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 5.6/10
Flavor Military (High)
Faction (Peace Weight) Neutral (+6)
Base Attitude towards Human Player (+1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -1 Relations (or -2 if Bismarck owns the Holy City)
Shared Religion Bonus - Up to +4 Relations (or +5 if Bismarck owns the Holy City)
Shared War Bonus - Up to +3 Relations (or +4 while human and Bismarck share a war)
Shared Civic Bonus - Up to +3 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 20
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Cautious
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Pleased
Will trade map: Pleased
Can plot war at pleased: Yes
Can be bribed to war against AI: Pleased (If he is pleased or lower with target AI)
Will sign trade embargoes: Pleased (If he is annoyed or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Aggressive - Free Combat I promotion for Melee and Gunpowder units
Double production speed of Barracks and Drydock Charismatic - +1 per city
-25% XP needed for unit promotions
+1 from Monument and Broadcast Tower
Gallic Warrior - Swordsman with free Guerilla I promotion. Can be produced with Copper Dun - Walls that give free Guerilla I promotion to units built in the city
Favorite Civic - Universal Suffrage
We Fear You Are Becoming Too Advanced appears after she sees you receive 15 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 30% of the other AIs also know the tech
Asks for Help 6/10
Demands Tribute 1/10
Demands You Convert To Her Religion 2/10
Demands Civic Change 8/10
Declares Wars of Conquest on Neighbors whom She is Annoyed With 8.8/10
Flavor Military (Medium) + Growth (Low)
Faction (Peace Weight) Bad (+2)
Base Attitude towards Human Player (+0)
Possible Diplo Bonuses
Different Religion Penalty - Up to -2 Relations (or -3 if Boudica owns the Holy City)
Shared Religion Bonus - Up to +4 Relations (or +5 if Boudica owns the Holy City)
Shared War Bonus - Up to +5 Relations (or +6 while human and Boudica share a war)
Shared Civic Bonus - Up to +6 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 7
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Cautious
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Pleased
Will trade map: Cautious
Can plot war at pleased: Nope
Can be bribed to war against AI: Friendly (If she is cautious or lower with target AI)
Will sign trade embargoes: Friendly (If she is cautious or lower with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Pleased
Will form permanent alliance: Friendly
Spiritual - No Anarchy when changing Civics or Religions
Double production speed of Temples and the Cristo Redentor Wonder Charismatic - +1 per city
-25% XP needed for unit promotions
+1 from Monument and Broadcast Tower
Gallic Warrior - Swordsman with free Guerilla I promotion. Can be produced with Copper Dun - Walls that give free Guerilla I promotion to units built in the city
Favorite Civic - Organized Religion
We Fear You Are Becoming Too Advanced appears after he sees you receive 8 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 40% of the other AIs also know the tech
Asks for Help 4/10
Demands Tribute 1/10
Demands You Convert To His Religion 5/10
Demands Civic Change 5/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 7/10
Flavor Military (Medium) + Religion (Low)
Faction (Peace Weight) Bad (+0)
Base Attitude towards Human Player (-1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -3 Relations (or -4 if Brennus owns the Holy City)
Shared Religion Bonus - Up to +7 Relations (or +8 if Brennus owns the Holy City)
Shared War Bonus - Up to +4 Relations (or +5 while human and Brennus share a war)
Shared Civic Bonus - Up to +4 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Cautious
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Pleased
Will trade map: Pleased
Can plot war at pleased: Nope
Can be bribed to war against AI: Cautious (If he is cautious or lower with target AI)
Will sign trade embargoes: Cautious (If he is cautious or lower with target civ)
Will adopt religion: Friendly
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Creative - +2 per city
Double production speed of Library, Theatre, and Colosseum Imperialistic - +100% emergence of Great Generals
+50% bonus on production of Settlers
Cossack - Cavalry with +50% vs. Mounted units Research Institute - Laboratory with +2 Free Scientists
Favorite Civic - Hereditary Rule
We Fear You Are Becoming Too Advanced appears after she sees you receive 22 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 20% of the other AIs also know the tech
Asks for Help 10/10
Demands Tribute 8/10
Demands You Convert To Her Religion 5/10
Demands Civic Change 3/10
Declares Wars of Conquest on Neighbors whom She is Annoyed With 6.7/10
Flavor Culture (Medium) + Military (Low)
Faction (Peace Weight) Bad (+2)
Base Attitude towards Human Player (+1)
Possible Diplo Bonuses Special Note: Catherine gives a -2 penalty for refusing to help or to accept any of her demands including to join her war or embargo Special Note: Catherine gives a -2 penalty for "Your spy was caught causing trouble!"
Different Religion Penalty - Up to -3 Relations (or -4 if Catherine owns the Holy City)
Shared Religion Bonus - Up to +6 Relations (or +7 if Catherine owns the Holy City)
Shared War Bonus - Up to +2 Relations (or +3 while human and Catherine share a war)
Shared Civic Bonus - Up to +4 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 7
Attitude Thresholds
Will open borders: Annoyed
Will trade techs: Always
Will trade extra happy resources: Cautious
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Pleased
Will trade map: Friendly
Can plot war at pleased: Yes
Can be bribed to war against AI: Friendly (If she is friendly or lower with target AI)
Will sign trade embargoes: Cautious (If she is annoyed or lower with target civ)
Will adopt religion: Pleased
Will adopt civic: Cautious
Will possibly peace vassal to human player: Cautious
Will form defense pact: Pleased
Will form permanent alliance: Friendly
Protective- Free Drill I and City Garrison I promotions for Archery and Gunpowder units
Double production speed of Walls and Castle Imperialistic - +100% emergence of Great Generals
+50% bonus on production of Settlers
Landsknecht - Pikeman with extra +100% vs. Melee units Rathaus - Courthouse with -75% Maintenance costs for the city instead of 50%
Favorite Civic - Vassalage
We Fear You Are Becoming Too Advanced appears after he sees you receive 22 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 30% of the other AIs also know the tech
Asks for Help 4/10
Demands Tribute 1/10
Demands You Convert To His Religion 5/10
Demands Civic Change 5/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 7/10
Flavor Military (Medium) + Religion (Low)
Faction (Peace Weight) Neutral (+6)
Base Attitude towards Human Player (+0)
Possible Diplo Bonuses
Different Religion Penalty - Up to -3 Relations (or -4 if Charlemagne owns the Holy City)
Shared Religion Bonus - Up to +7 Relations (or +8 if Charlemagne owns the Holy City)
Shared War Bonus - Up to +2 Relations (or +3 while human and Charlemagne share a war)
Shared Civic Bonus - Up to +5 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Annoyed
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Cautious
Will trade map: Pleased
Can plot war at pleased: Nope
Can be bribed to war against AI: Pleased (If he is cautious or lower with target AI)
Will sign trade embargoes: Pleased (If he is annoyed or below with target civ)
Will adopt religion: Friendly
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Protective- Free Drill I and City Garrison I promotions for Archery and Gunpowder units
Double production speed of Walls and Castle Charismatic - +1 per city
-25% XP needed for unit promotions
+1 from Monument and Broadcast Tower
Redcoat - Rifleman with +25% vs. Gunpowder units Stock Exchange - Bank with +15%
Favorite Civic - Nationhood
We Fear You Are Becoming Too Advanced appears after he sees you receive 22 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 30% of the other AIs also know the tech
Asks for Help 4/10
Demands Tribute 1/10
Demands You Convert To His Religion 5/10
Demands Civic Change 5/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 4.3/10
Flavor Military (Medium) + Gold (Low)
Faction (Peace Weight) Neutral (+6)
Base Attitude towards Human Player (+0)
Possible Diplo Bonuses
Different Religion Penalty - Up to -2 Relations (or -3 if Churchill owns the Holy City)
Shared Religion Bonus - Up to +4 Relations (or +5 if Churchill owns the Holy City)
Shared War Bonus - Up to +4 Relations (or +5 while human and Churchill share a war)
Shared Civic Bonus - Up to +6 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Annoyed
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Cautious
Will trade map: Pleased
Can plot war at pleased: Nope
Can be bribed to war against AI: Pleased (If he is cautious or lower with target AI)
Will sign trade embargoes: Pleased (If he is annoyed or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Charismatic - +1 per city
-25% XP needed for unit promotions
+1 from Monument and Broadcast Tower Imperialistic - +100% emergence of Great Generals
+50% bonus on production of Settlers
Immortal - Chariot with 50% bonus vs. Archery units. Receives defensive bonuses too! Apothecary - Grocer with an extra +2
Favorite Civic - Vassalage
We Fear You Are Becoming Too Advanced appears after he sees you receive 15 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 30% of the other AIs also know the tech
Asks for Help 6/10
Demands Tribute 2/10
Demands You Convert To His Religion 5/10
Demands Civic Change 1/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 7/10
Flavor Military (Medium) + Growth (Low)
Faction (Peace Weight) Neutral (+3)
Base Attitude towards Human Player (+1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -1 Relations (or -2 if Cyrus owns the Holy City)
Shared Religion Bonus - Up to +5 Relations (or +6 if Cyrus owns the Holy City)
Shared War Bonus - Up to +3 Relations (or +4 while human and Cyrus share a war)
Shared Civic Bonus - Up to +3 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Annoyed
Will trade techs: Cautious
Will trade extra happy resources: Annoyed
Will trade extra health resources: Cautious
Will trade extra strategic resources: Cautious
Will trade map: Cautious
Can plot war at pleased: Nope
Can be bribed to war against AI: Friendly (If he is annoyed or lower with target AI)
Will sign trade embargoes: Friendly (If he is cautious or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Pleased
Will form permanent alliance: Friendly
Financial - +1 on tiles with at least 2 Organized - -50% Civic upkeep costs
Double production speed of Lighthouse, Factory, and Courthouse
Immortal - Chariot with 50% bonus vs. Archery units. Receives defensive bonuses too! Apothecary - Grocer with an extra +2
Favorite Civic - Free Religion
We Fear You Are Becoming Too Advanced appears after he sees you receive 15 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 30% of the other AIs also know the tech
Asks for Help 6/10
Demands Tribute 2/10
Demands You Convert To His Religion 5/10
Demands Civic Change 1/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 5.2/10
Flavor Gold (Medium) + Growth (Low)
Faction (Peace Weight) Good (+8)
Base Attitude towards Human Player (+1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -1 Relations (or -2 if Darius owns the Holy City)
Shared Religion Bonus - Up to +5 Relations (or +6 if Darius owns the Holy City)
Shared War Bonus - Up to +3 Relations (or +4 while human and Darius share a war)
Shared Civic Bonus - Up to +3 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Annoyed
Will trade techs: Cautious
Will trade extra happy resources: Annoyed
Will trade extra health resources: Cautious
Will trade extra strategic resources: Cautious
Will trade map: Cautious
Can plot war at pleased: Nope
Can be bribed to war against AI: Friendly (If he is annoyed or lower with target AI)
Will sign trade embargoes: Friendly (If he is cautious or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Pleased
Will form permanent alliance: Friendly
Industrious - +50% bonus on production of Wonders
Double production speed of Forge Charismatic - +1 per city
-25% XP needed for unit promotions
+1 from Monument and Broadcast Tower
Musketeer - Musketman with 2 instead of 1 Salon - Observatory with +1 Free Artist specialist
Favorite Civic - Nationhood
We Fear You Are Becoming Too Advanced appears after he sees you receive 15 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 40% of the other AIs also know the tech
Asks for Help 2/10
Demands Tribute 10/10
Demands You Convert To His Religion 2/10
Demands Civic Change 8/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 5.7/10
Flavor Production (Medium) + Growth (Low)
Faction (Peace Weight) Bad (+0)
Base Attitude towards Human Player (-1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -1 Relations (or -2 if De Gaulle owns the Holy City)
Shared Religion Bonus - Up to +4 Relations (or +5 if De Gaulle owns the Holy City)
Shared War Bonus - Up to +6 Relations (or +7 while human and De Gaulle share a war)
Shared Civic Bonus - Up to +5 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Cautious
Will trade extra health resources: Cautious
Will trade extra strategic resources: Cautious
Will trade map: Cautious
Can plot war at pleased: Nope
Can be bribed to war against AI: Pleased (If he is pleased or lower with target AI)
Will sign trade embargoes: Cautious (If he is cautious or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Pleased
Will form permanent alliance: Pleased
Financial - +1 on tiles with at least 2 Philosophical - +100% birth rate
Double production speed of University
Redcoat - Rifleman with +25% vs. Gunpowder units Stock Exchange - Bank with +15%
Favorite Civic - Free Religion
We Fear You Are Becoming Too Advanced appears after she sees you receive 22 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 40% of the other AIs also know the tech
Asks for Help 8/10
Demands Tribute 1/10
Demands You Convert To Her Religion 2/10
Demands Civic Change 3/10
Declares Wars of Conquest on Neighbors whom She is Annoyed With 1.9/10
Flavor Gold (Medium) + Culture (Low)
Faction (Peace Weight) Good (+9)
Base Attitude towards Human Player (+1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -1 Relations (or -2 if Elizabeth owns the Holy City)
Shared Religion Bonus - Up to +5 Relations (or +6 if Elizabeth owns the Holy City)
Shared War Bonus - Up to +2 Relations (or +3 while human and Elizabeth share a war)
Shared Civic Bonus - Up to +5 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 7
Attitude Thresholds
Will open borders: Annoyed
Will trade techs: Annoyed
Will trade extra happy resources: Cautious
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Pleased
Will trade map: Never
Can plot war at pleased: Yes
Can be bribed to war against AI: Friendly (If she is cautious or lower with target AI)
Will sign trade embargoes: Friendly (If she is annoyed or below with target civ)
Will adopt religion: Cautious
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Philosophical - +100% birth rate
Double production speed of University Organized - -50% Civic upkeep costs
Double production speed of Lighthouse, Factory, and Courthouse
Panzer - Tank with +50% vs. Armored units Assembly Plant - Factory that builds +50% faster with Coal. Can also turn 4 Citizens into Engineers instead of 2
Favorite Civic - Universal Suffrage
We Fear You Are Becoming Too Advanced appears after he sees you receive 15 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 30% of the other AIs also know the tech
Asks for Help 4/10
Demands Tribute 2/10
Demands You Convert To His Religion 5/10
Demands Civic Change 5/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 4/10
Flavor Production (High)
Faction (Peace Weight) Good (+8)
Base Attitude towards Human Player (+1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -2 Relations (or -3 if Frederick owns the Holy City)
Shared Religion Bonus - Up to +5 Relations (or +6 if Frederick owns the Holy City)
Shared War Bonus - Up to +3 Relations (or +4 while human and Frederick share a war)
Shared Civic Bonus - Up to +4 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 7
Attitude Thresholds
Will open borders: Annoyed
Will trade techs: Annoyed
Will trade extra happy resources: Annoyed
Will trade extra health resources: Cautious
Will trade extra strategic resources: Pleased
Will trade map: Pleased
Can plot war at pleased: Nope
Can be bribed to war against AI: Pleased (If he is cautious or lower with target AI)
Will sign trade embargoes: Pleased (If he is cautious or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Friendly
Will possibly peace vassal to human player: Cautious
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Philosophical - +100% birth rate
Double production speed of University Spiritual - No Anarchy when changing Civics or Religions
Double production speed of Temples and the Cristo Redentor Wonder
Fast Worker - Worker with 3 Mausoleum - Jail with extra +2
Favorite Civic - Universal Suffrage
We Fear You Are Becoming Too Advanced appears after he sees you receive 22 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 20% of the other AIs also know the tech
Asks for Help 8/10
Demands Tribute 0/10
Demands You Convert To His Religion 2/10
Demands Civic Change 10/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 0/10
Flavor Culture (High)
Faction (Peace Weight) Good (+10)
Base Attitude towards Human Player (+2)
Possible Diplo Bonuses Special Note: Gandhi gives a -2 penalty when you declare war on someone he is pleased with Special Note: Gandhi gives 0 penalty when you refuse his request for help, refuse any of his demands, or make arrogant demands towards him
Different Religion Penalty - Up to -2 Relations (or -3 if Gandhi owns the Holy City)
Shared Religion Bonus - Up to +5 Relations (or +6 if Gandhi owns the Holy City)
Shared War Bonus - Up to +2 Relations (or +3 while human and Gandhi share a war)
Shared Civic Bonus - Up to +7 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 20
Attitude Thresholds
Will open borders: Always
Will trade techs: Always
Will trade extra happy resources: Always
Will trade extra health resources: Always
Will trade extra strategic resources: Cautious
Will trade map: Always
Can plot war at pleased: Nope
Can be bribed to war against AI: Friendly (If he is annoyed or lower with target AI)
Will sign trade embargoes: Friendly (If he is cautious or below with target civ)
Will adopt religion: Cautious
Will adopt civic: Pleased
Will possibly peace vassal to human player: Cautious
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Aggressive - Free Combat I promotion for Melee and Gunpowder units
Double production speed of Barracks and Drydock Imperialistic - +100% emergence of Great Generals
+50% bonus on production of Settlers
Keshik - Horse Archer that gets +1 First Strike, but is not Immune to First Strikes. It also Ignores Terrain Movement penalties Ger - Stable that gives new Mounted units +4 XP instead of 2
Favorite Civic - Police State
We Fear You Are Becoming Too Advanced appears after he sees you receive 8 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 40% of the other AIs also know the tech
Asks for Help 2/10
Demands Tribute 10/10
Demands You Convert To His Religion 2/10
Demands Civic Change 3/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 9.5/10
Flavor Military (High)
Faction (Peace Weight) Bad (+0)
Base Attitude towards Human Player (-1)
Possible Diplo Bonuses
Different Religion Penalty - Up to -1 Relations (or -2 if Genghis Khan owns the Holy City)
Shared Religion Bonus - Up to +5 Relations (or +6 if Genghis Khan owns the Holy City)
Shared War Bonus - Up to +4 Relations (or +5 while human and Genghis Khan share a war)
Shared Civic Bonus - Up to +4 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Cautious
Will trade extra health resources: Cautious
Will trade extra strategic resources: Pleased
Will trade map: Friendly
Can plot war at pleased: Yes
Can be bribed to war against AI: Cautious (If he is pleased or lower with target AI)
Will sign trade embargoes: Cautious (If he is cautious or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
Creative - +2 per city
Double production speed of Library, Theatre, and Colosseum Protective - Free Drill I and City Garrison I promotions for Archery and Gunpowder units
Double production speed of Walls and Castle
Vulture - Axeman with 6 instead of 5, but with +25% vs. Melee units instead of +50% Ziggurat - Courthouse that costs 90 instead of 120. Can be built with Priesthood instead of Code of Laws
Favorite Civic - Hereditary Rule
We Fear You Are Becoming Too Advanced appears after he sees you receive 22 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 20% of the other AIs also know the tech
Asks for Help 6/10
Demands Tribute 2/10
Demands You Convert To His Religion 5/10
Demands Civic Change 1/10
Declares Wars of Conquest on Neighbors whom He is Annoyed With 8/10
Flavor Military (Medium) + Culture (Low)
Faction (Peace Weight) Bad (+2)
Base Attitude towards Human Player (+0)
Possible Diplo Bonuses
Different Religion Penalty - Up to -2 Relations (or -3 if Gilgamesh owns the Holy City)
Shared Religion Bonus - Up to +5 Relations (or +6 if Gilgamesh owns the Holy City)
Shared War Bonus - Up to +3 Relations (or +4 while human and Gilgamesh share a war)
Shared Civic Bonus - Up to +5 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 7
Attitude Thresholds
Will open borders: Cautious
Will trade techs: Annoyed
Will trade extra happy resources: Cautious
Will trade extra health resources: Cautious
Will trade extra strategic resources: Pleased
Will trade map: Cautious
Can plot war at pleased: Yes
Can be bribed to war against AI: Friendly (If he is cautious or lower with target AI)
Will sign trade embargoes: Friendly (If he is cautious or below with target civ)
Will adopt religion: Pleased
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly
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