Custom Civ Diplomacy AI Flavors

pineappledan

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@Recursive is reworking how diplomacy AI works, here are the traits that he is adding:

Victory Competitiveness
Code:
High flavor:
- Gets angry at you faster as you get close to victory
- Increases opinion penalty for victory competition
- More likely to hate you/declare war for victory competition
- More likely to like you if you're not competing with them for victory
- More likely to end a DoF with you early over victory competition
Wonder Competitiveness
Code:
High flavor:
- More likely to adopt the "Cultural" Diplomatic Personality
- Gets angry at you faster for World Wonder competition
- More likely to attack you for spamming World Wonders
- More likely to hate you/declare war for World Wonder competition
- More likely to end a DoF with you early over World Wonder competition
Minor Civ Competitiveness
Code:
Higher flavor:
- More likely to adopt the "Diplomat" Diplomatic Personality
- Gets angry at you faster for City-State Influence competition
- More likely to end a DoF with you early over City-State Influence competition
- More likely to hate you in the World Congress if you have a lot of City-State allies
- Increases the duration of "performed coup" opinion penalty
Boldness
Code:
Higher flavor:
- More likely to adopt the "Conqueror" Diplomatic Personality
- More likely to go for Domination Victory
- Significantly more likely to declare war, and more likely to take risks when declaring war
- More aggressive when settling, angrier at civs who settle near them, and requests a "no settling" promise at a greater distance when other civs settle near them
- More likely to adopt the WAR and HOSTILE approaches; less likely to adopt the AFRAID approach
- More likely to build units
- Less likely to give in to a demand
- Slightly riskier/more aggressive World Congress behavior
Diplo Balance (aka the "Status Quo" flavor)
Code:
Higher flavor:
- More likely to adopt the "Diplomat" and "Scientist" Diplomatic Personalities
- Increases aggression if you're getting too far ahead in Social Policies or Technologies
- Gets angry at you faster as you get close to victory
- More likely to adopt the NEUTRAL approach
- More likely to warn the target of a coop war if they like them
- Makes peace more quickly
- More likely to denounce a friend they have a negative opinion of
- Increases warmongering penalties
- Increases the friendliness effect of giving them gifts/favorable trades
- Supporting their World Congress interests has a greater effect on their approach
- Increases duration of World Congress opinion bonuses & penalties
Warmonger Hate
Code:
Higher flavor:
- More likely to adopt the "Scientist" Diplomatic Personality
- Significantly increases warmongering penalties
- More likely to end a DoF early over warmongering
Denounce Willingness
Code:
Higher flavor:
- More likely to denounce players they don't like
- More likely to adopt the DECEPTIVE (and sometimes the HOSTILE) approach
- More likely to denounce a friend they don't like
DoF Willingness
Code:
Higher flavor:
- More likely to adopt the "Cultural" Diplomatic Personality
- Increases max DoF limit
- Less likely to declare war
- More likely to adopt the FRIENDLY approach
- More likely to hate/declare war on players who have denounced or declared war on the players they would like to befriend/make a DP with
- More likely to resurrect players
- More likely to lower taxes on vassals
Loyalty
Code:
Higher flavor:
- More likely to adopt the "Diplomat" Diplomatic Personality
- More likely to agree to Requests for Help from friends
- More likely to hate/declare war on players who have denounced or declared war on the players they are already friends/DPs with
- Increases the friendliness effect of giving them gifts/favorable trades
- Increases the duration of most opinion bonuses
- Slightly more likely to agree to a Defensive Pact
- More likely to warn the target of a coop war if they like them
- Less likely to end a DoF early for any reason
- Less likely to backstab other civs
- Less tolerance for backstabbing and breaking agreements with other civs
- More likely to resurrect players
Neediness
Code:
Higher flavor:
- Increases penalty for refusing a request they make to a friend
- Increases bonus/penalty from similar Social Policies

NEW:
- Increases amount/frequency of requests for help
- Increases opinion/approach bonuses for NOT competing with the AI
Forgiveness
Code:
Higher flavor:
- Reduces the duration of most opinion penalties
- Less likely to adopt the GUARDED approach
- More tolerance for denouncing friends and breaking agreements with other civs
Meanness
Code:
Higher flavor:
- More likely to adopt the "Conqueror" Diplomatic Personality
- More likely to adopt the WAR and HOSTILE approaches
- More likely to declare war, particularly if a demand is refused, they bully/attack your protected City-State, or you select the mean dialogue response
- More likely to be FRIENDLY to people who denounce/war their biggest competitor
- More likely to denounce friends they don't like
- Requests more stuff when they make demands
- Makes peace more slowly
- Gets angry at you faster as you get close to victory
- More likely to raise taxes on vassals
- Increases likelihood of sending certain taunts (nothing important)
Chattiness
Code:
Higher flavor:
- Increases likelihood of sending certain flavor messages (nothing important)

Major Civ Approach Biases: Higher values make it more likely the leader will adopt that approach instead of others.

Code:
FRIENDLY - friendly relations, more likely to agree to requests and be nice (also more likely to adopt the "Cultural" Diplomatic Personality)

NEUTRAL - no strong feelings one way or the other

AFRAID - scared, much more likely to agree to requests, but they don't necessarily like you

GUARDED - on the defensive and wary of you, less likely to agree to requests and be nice

DECEPTIVE - pretending to be FRIENDLY but really plotting against you, may declare war

HOSTILE - aggressive and bullying towards you, much less likely to agree to requests, more likely to denounce, may declare war

WAR - self-explanatory; WAR AIs may pretend to be FRIENDLY, NEUTRAL, GUARDED or HOSTILE while they prepare for their war against you

In addition:
- Higher FRIENDLY bias makes it more likely the leader will adopt the "Cultural" Diplomatic Personality
- Higher NEUTRAL bias makes it more likely the leader will adopt the "Scientist" Diplomatic Personality
- Higher WAR bias makes it more likely the leader will adopt the "Conqueror" Diplomatic Personality
Minor Civ Approach Biases: Higher values make it more likely the leader will adopt that approach instead of others.
Code:
IGNORE - don't care about this City-State

FRIENDLY/PROTECTIVE - try to increase Influence, fulfill quests, protect from attackers/bullies

BULLY - self-explanatory; AI will only try to bully one City-State at a time

CONQUEST - self-explanatory; AI will only try to conquer one City-State at a time
 
So, here's my civs. What should their diplomacy flavors be?

Phoenicia
UA: Settled and Captured Non-:c5capital:Capital Cities are converted to City-States with 65 resting :c5influence:Influence towards Phoenicia. Ignores National Wonder :c5citizen: Population requirements.
UB: Beit Melqart (Court Scribe) - increased :c5food::c5faith:bonuses for CS allies, unlocks earlier
UU: Merchant Prince (Great Diplomat) - Instant gold and :trade:Trade Route slot from expending

Goths
UA: Land units may use enemy roads and heal more HP when Pillaging. Capturing Cities grants :c5culture:Culture and :c5production:Production boost in all Cities. Capturing a foreign :c5capital: Capital triggers a :c5goldenage: Golden Age.
UI: Stainskip - very strong :c5production::c5faith::c5gold:improvement, but limited by a strategic resource
UU: Gadrauht (swordsman) - flexible and durable

Canada
UA: :trade: Internal Land Trade Routes claim neutral territory they pass over. Units garrisoned in Cities, Forts, and Citadels generate 2 :c5gold: Gold and 1 :c5capital: Great General Point every turn. +1 vote in the World Congress for every Diplomat in foreign cities.
UB: Hudsons Bay Company (East India Company) - Free tile claim, increases :c5culture::c5gold: yields for fortified units
UU: Coureurs des Bois (Explorer) - Scout line unit that can perform :c5influence:Diplomatic Actions

Tlingit
UA: +100% :c5culture: Culture, and :c5science: Science from :trade: International trade routes. :trade: Internal Trade Routes provide the Target City with :c5food: Food for each Fishing Boat, and :c5production: Production for each Noow near the Origin City every turn, Scaling with Era.
UI: Noow - flexible :c5culture::c5food::c5production::c5science: improvement with strong :c5strength:Defensive bonuses
UU: Xaa (musketman) - Can freely embark/disembark like Vikings, large bonuses on embarkation

Inuit
UA: Non-Specialist Citizens consume half the normal amount of :c5food: Food. Improved Fish Resources adjacent to Tundra or Snow are converted into Seals, a luxury resource. Land units have Double Movement on Snow and can cross Ice.
UI: Inuksuk - :c5production::c5culture: buildable on tundra, gives :c5production: to adjacent tundra/snow tiles
UU: Unaak (crossbowman) - hardy ranged unit. Only has 1 range, but saps movement from units it attacks

Philippines
UA: Receive a free Cargo Ship at Trade. Trade Route Origin Cities siphon specific :c5production:Production Progress each turn, increasing per Open Border Agreement with the Target Civilization. Both you and your Trade partners gain :c5culture: Culture when either of your :trade: Trade Units move through the other's territory.
UU: Balangay - Naval exploration unit. Gain a free one every time you complete a :trade:Trade route. Can be expended in cities for :c5culture::c5food:, or can be sent out to gain XP from exploring. Spawns a free Settler unit at level 4.
UU: Katipunero - hybrid Rifleman/Scout unit. High mobility and decent strength. Gains extra promotions on higher levels

Sumer
UA: Settled Cities start with +2:c5citizen:Population. Specialists consume 1 less :c5food: Food and gain +1 :c5production: Production.
UB: Ziggurat (Temple) - Unlocks 2 techs earlier. Has a choice of 16 unique abilities that you choose on construction
UU: Vulture (Warrior) - strong early domination unit. Has bonuses vs melee units and cities.

Timurids
UA: Buildings from captured cities are immediately built in your :c5capital: Capital if not already present. When you Destroy a City, gain +1 to All Yields in the :c5capital:Capital for every 2 :c5citizen:Citizens lost. :c5razing: Raze Cities at double speed.
UB: Registan (Oxford University) - Bonuses for each :trade:International Trade Route
UU: Tumen (Lancer) - Available earlier. :c5gold:Gold for killing units and attacking cities

Israel
UA: +25% :c5strength: Combat bonus vs. Barbarians and 40 :c5faith: Faith on clearing Barbarian Camps. +2:c5faith: Faith and :c5culture: Culture for all GP improvements and Great Works. Cannot Construct Temples.
UB: Beit HaMikdash (Grand temple) - Available 3 techs earlier. Global bonuses that effectively replace the power of having a temple in every city. :c5faith:Faith on adopting policies.
UU: Maccabee (Swordsman) - Bonuses to movement, flanking, healing, and vs wounded units

Macedon
UA: +1 Aura Range and +5% Strength to your :c5capital: Great General. Whenever a new :c5capital: Great General would be born, your current :c5capital: Great General gains +5% aura Strength and a large sum of :c5goldenage: Golden Age PointsCannot build Citadels. Cities generate +1 :c5culture: Culture every turn During :c5goldenage: Golden Ages, scaling with number of occupied cities.
UB: Basilikoi Paides (Barracks) - :c5culture:Culture on training units. Lots of base :c5production::c5science::c5culture::c5war:stats
UU: Hetairoi (Horseman) - Extra movement and strenght

Nubia
UA: +15%:c5production: Production towards Archery Units. +2:c5production: and +10%:c5production: Production in cities with a Garrison. Gain :c5goldenage: Golden Age Points and Unit XP for each World Wonder in a newly conquered City.
UI: Royal Pyramid - :c5faith::c5culture: Very high yields. Has a probability of spawning an ancient ruin (making you a target in later eras)
UU: Apedemak Archer - High CS/RCS, and free Volley promotion (bonus vs fortified & cities)

Khmer
UA: Gain :c5food: Food and :c5faith: Faith on the completion of a World Wonder or Public Works Project. +5%:c5greatperson: Great Engineer Rate in the City For every World Wonder, National Wonder, or Public Works in a City
UU: Royal Tromeak (Great Engineer) - bigger GEng Bulbing power. Can build a unique Phnom Preah improvement
Phnom Preah is a stronger Manufactory that gives :c5faith::c5food::c5culture:, and its :c5production: scales on city :c5citizen:Population​
UU: Dhomrey (Trebuchet) - 3 moves, Feared Elephant and Field I promotions for free
 
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@Recursive is reworking how diplomacy AI works, here are the traits that he is adding:

It's inaccurate to say that I'm "adding" them, they've been present since vanilla. :) But I did adjust what they do and how they're used fairly substantively.

I'm not familiar enough with your custom civs to give an informed opinion, but looking at those UAs, Phoenicia should always have maxed out MinorCivCompetitiveness for obvious reasons, and Khmer should have high WonderCompetitiveness.

It may be a good idea to describe each civ's uniques in more detail if you're looking for ideas; I didn't in my thread because most players are already familiar with what these do.
 
Added descriptions for all unique components

My opinions:
Phoenicia - priority is settling aggressively and a very aggressive expansionist early game. Then a high priority on defending city states after that

Goths - A lot of high values. High victory competitiveness, Boldness, Loyalty, Meanness, Warmonger Hate, Forgiveness, and Neediness. Hostile Major Civ Apprach, would probably ignore CS for the most part.

Canada - High priority on Diplo Balance, Loyalty, and minor civ competitiveness. They need a lot of land so probably high boldness

Tlingit - Middle of the road on most things, but high diplo balance and high Denunciation willingness

Inuit - Probably very guarded approach. Low neediness, low Loyalty.

Philippines - Absolutely needs to be friends with people, because he depends on peaceful play and good relations with other civs for his UA to work. Very friendly and very unlikely to go to war.

Sumer - Strong initial power spike and then coasts the rest of the game, so he needs to have AI flavors that prioritize early game aggression

Timurids - Main thing is the AI needs to be ready to murder every major civ, but not conquer CS states. He can't raze City-States, and he needs international trade partners for his UB. 12/10 on the Meanness scale though. Also, @Recursive, if there is any AI flavor that increases the AI's chance to raze cities they capture, you need to MAX it for Timur

Israel - Middle of the Road for most things, but higher wonder and victory competitiveness. His main power is Cultural victory and GP generation, but he needs land.

Macedon - Absolute maxed boldness. Warmonger that needs to just keep pumping units out and throwing them into the fray, but since he can't build citadels and can only have 1 GGeneral at a time, he always needs to be the aggressor, and can't handle 2-front wars well. @Recursive, if there is any AI flavor that increases the AI's chance to annex cities they capture, you need to MAX it for Macedon.

Nubia - Similar to Sumer, but with a much stronger infrastructure focus. Doesn't necessarily need to conquer a lot early. He needs to focus on not building wonders himself, but also being very angry at civs that have a lot of wonders.

Khmer - Similar to Egypt. A wonder hoarder, but with an even higher focus on Tall play.
 
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