pineappledan
Deity
@Recursive is reworking how diplomacy AI works, here are the traits that he is adding:
Victory Competitiveness
Wonder Competitiveness
Minor Civ Competitiveness
Boldness
Diplo Balance (aka the "Status Quo" flavor)
Warmonger Hate
Denounce Willingness
DoF Willingness
Loyalty
Neediness
Forgiveness
Meanness
Chattiness
Major Civ Approach Biases: Higher values make it more likely the leader will adopt that approach instead of others.
Minor Civ Approach Biases: Higher values make it more likely the leader will adopt that approach instead of others.
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
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
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
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
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
Code:
Higher flavor:
- More likely to adopt the "Scientist" Diplomatic Personality
- Significantly increases warmongering penalties
- More likely to end a DoF early over warmongering
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
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
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
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
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
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)
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
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