I will think of it. In the meantime, I shall try to finish Khorosan too, as Indonesia will not be released until after bakuel have finished my Trisula-wielding Silat anyway. dFland, I know a bit about LH personality-making, but are still in the amateur stage. Any hints on what should be changed more often and what should not?
And after a lot of trouble with Hayam, I will release him without the shiny effect that I originally wanted at first, and then maybe come back to him. Suhartos nose will not be made wider at first, but it will be flatter. I shall see what I can do with the hat, but it looks more black on the picture than it does in-game.
The major variables to be edited, in order of importance:
Flavors (Make sure not to go past 10 combined, rank the flavors in terms of preference. Military, Growth, Espionage, REligion, Science, Culture, Gold, Production.)
iWonderConstructRand (Liklihood of building wonders, 0 being unlikely to get -any- wonders and 50 being a wondermonger. Never set below a 10, but 50's fine.)
iBuildUnitProb (Determines how many units the leader will build between 15-40. 15 being not many, and 40 being gigantic stacks of doom.)
iMaxWarRand (Liklihood to go for a full on war. Meaning the goal is to destroy the other civ. 50 is Cobra Commander, 400 is Gandhi. I'd personally never suggest hitting either extreme. Even history's greatest warmongers like the Mongols and Huns typically went for more of a limited war style of conquest, so set that high instead while setting Maxwar to above-average.)
iMaxWarNearbyPowerRatio (Determines how weak a civ has to be for the leader in question to decide they're fit for a full-on 'whipe them out' war. 80 means the leader only goes for the really weak civs, and 130 means they'll go for leaders at the same power level as themselves. This is explicitly for the NEARBY civs.)
iMaxWarDistantPowerRatio (Same as the above, except on a scale of 30-100. 30 being the enemy has to be weak, and 100 being on the same power level as the leader in question. This is for all civs that aren't nearby.)
iMaxWarMinAdjacentLandPercent (This sets how far a civ can be for full on war. 0-4, representing adjacent tiles (0 meaning the two empires don't have to be touching.)
iLimitedWarRand (Like iMaxWarRand, but for the more conventional limited war. 40 being very likely, 200 being not a chance.)
iLimitedWarPowerRatio (Determines how weak a civ has to be for the leader to go for a limited war. 80 being only weak civs, 130 being as powerful as the leader themselves.)
iMakePeaceRand (On a scale of 10-120 how likely a civ is to negotiate for peace. 10 being extremely, 120 being not.)
iSameReligionAttitudeChangeLimit (One of the zealot variables, determines the impact of sharing a state religion. 1 means they're apathetic, 7 means they're a full on zealot.)
iDifferentReligionAttitudeChange (Another zealot variable, determines the the boost for/against having the same state religion. -2 if the leader really cares about religion, up to 0 if they don't.)
iBasePeaceWeight (One of the major warmonger stats on a scale of 1-10, 0 being Golden Horde and 10 being Gandhi.)
iEspionageWeight (On a scale of preferably 80 to 150, 80 being 'eh' towards espionage and 150 being diehard KGB loving types.)
iBaseAttitude (Basically the dispostition the leader's at from the very beginning. -1's for the jerk leaders, 2 for the big diplomacy guys.)
UnitAIWeightModifiers (The unit style preference each leader has. Attack, Attack City, Collateral, City Counter, Reserve, City Defense, City Explore, Counter, Attack Sea, Worker, Pillage, Reserve Sea, all I remember.)
iRefuseToTalkWarThreshold (This I find isn't -too- major, since I never notice -too- much of a difference beyond the extremes. 12 being Tokugawa-esque, 5 being extremely diplomatic. I'd honestly say -never- hit 12. ever. 10's fine as a max.)
iTechTradeKnownPercent (Rates how likely they are to share techs, 100 being isolationists and 0 being "Free techs for everyone!")
iShareWarAttitudeChangeLimit (How much a civ cares that you're using the same civics on a scale between 2-6, with 2 being they don't care and 6 being a nice boost.)
iDemandRebukedSneakProb (The odds of the leader to prepare to declare war on another civ after their request is refused. 0 being unlikley, 100 being extremely likely.)
iDemandRebukedWarProb (Same as above, but -instantly- declare war instead of prepare. 0-50, 0 being unlikely and 50 being extremely likely.)
iWarmongerRespect (This helps the war-loving leaders group together against people like Gandhi and Hatshepsut.)
iRazeCityProb (On a scale of 0-75, how likely a leader is to burn down a city instead of taking it. 0 being unlikely, 75 being extremely likely. I -strongly- recommend never going above 20 except in a few rare cases like maybe Atilla. Most leaders should be at 5 or under, with notorious warmongers between 10-15.)
iCloseBordersAttitudeChange (Determines how much the leader cares about how close another civ is on a scale between -4 to -2. -4 really -hates- close borders, -2 doesn't mind as much.)
iDogpileWarRand (On a scale of 20-100 how likely a civ is to declare war on a civ just because everyone else is. 20 being extremely, 100 being not.)
ImprovementWeightModifiers (Here's where you can set an improvement preference as well.)
iWorseRankDifferenceAttitudeChange (Determines how much a leader cares if you're weaker than them. -3 to 1, with -3 being they don't like the weaker, and 1 being they don't care.)
iBetterRankDifferenceAttitudeChange (Similar to the above, but replace weaker with stronger. -1 means they don't care, 4 means they're really friendly towards the stronger civ.)
iBaseAttackOddsChange (This is normally at 0, but it's fun to set some leaders to 6. Basically this makes them see the wrong odds in combat, making them more likely to attack at times when they shouldn't.)
iAttackOddsChangeRand (Same, except most are at 8, except for barbarians which I think are at 15. Set it between 8 and 15 to skew their perception of the battlefield or make them more aggressive.)
iVassalPowerModifier (Determines on a scale of -20 to 50 how hard it is to vassalize someone, with 50 being impossible and -20 being relatively easy.)