Diplo Modifiers decay when?

onomastikon

Dual Wielding Banjos
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May 23, 2005
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I can't figure it out: When do diplomacy modifiers (start to) disappear?

By diplomacy modifier, I mean examples like this:

-1 you made an arrogant demand!
+4 you have wisely chosen your civics
-1 you refused to help us in wartime!
+2 our trades have been fair and forthright
-1 you declared war on our friend!

Some of these modifiers seem to last ... forever. Which surprises me. Some of these modifiers quite obviously do not. But I cannot figure out the logic to that.

Here's one I particularly dislike: "-1 you made an arrogant demand!" I think I must have accidentaly clicked on "Teach me Economics, you saggy-breasted catamite, or I shall sodomize you yet again!" instead of "What do you want for this?" one time. At least I cannot remember ever having made such a demand of my fornicating opponent, Ethiopia. Let's say it was sometime around the year 800. It's now 1946, and he's still pissed. Why won't these types of bygones simply become bygones after a few millenia? Is there anything one can do?

Contrarily, it seems whenever I do some nice trading with my sandbox companions, they are pleased, "+x our trades have been fair and forthright", but these seem to be forgotton soon.

Does anyone have a list with these diplo mods and when they start to lose their effects?
thank you
 
the (-) diplo modifiers for declaring war in 2000BC staying until 2000AD seem a bit silly. 4000 years have passed...

but i have no idea about where to find information on how they decay if indeed they do.
 
I think these are the MemoryDecays in CIV4LeaderHeadInfos.xml.
 
It's different for each leader. Some may remember every insult for 6000 years but some may only remember the same insult for 60 years.
 
It depends on the type of modifier. This all comes from the xml.

-1 you made an arrogant demand!: lasts forever
+4 you have wisely chosen your civics: goes up to a fixed value for every leader and stays there until one of you changes civics
-1 you refused to help us in wartime!: 1% chance of going away each turn
+2 our trades have been fair and forthright: decays over time
-1 you declared war on our friend!: lasts forever
 
It depends on the type of modifier. This all comes from the xml.

-1 you made an arrogant demand!: lasts forever
+4 you have wisely chosen your civics: goes up to a fixed value for every leader and stays there until one of you changes civics
-1 you refused to help us in wartime!: 1% chance of going away each turn
+2 our trades have been fair and forthright: decays over time
-1 you declared war on our friend!: lasts forever

Thank you very much.
Would you happen to have a list for the modifiers, decay time, and according to leader?


-1 you made an arrogant demand!: lasts forever

Aha, as I suspected.
That seems preposterous.
I have never made a mod before, and feel I am generally too stupid to do so, but would actually try my best if only for the sole purpose of changing this. To make it something like "has a 2% chance to dissapear each turn".
Would anybody have the time to help me out (what exactly must I do)?
thank you
 
Would you happen to have a list for the modifiers, decay time, and according to leader?

These modifiers never decay:

DECLARED_WAR
DECLARED_WAR_ON_FRIEND
HIRED_WAR_ALLY
NUKED_US
NUKED_FRIEND
RAZED_CITY
RAZED_HOLY_CITY
SPY_CAUGHT
HIRED_TRADE_EMBARGO
MADE_DEMAND


These ones have a probability of going away each turn, and are actually the same for every leader. (Some leaders will have a different attitude value as a result though, e.g. Catherine will have a -2 if you refuse her demand whereas Gandhi won't care)

GIVE_HELP........................0.5%
REFUSED_HELP..................1.0%
ACCEPT_DEMAND...............2.0%
REJECTED_DEMAND.............0.7%
ACCEPTED_RELIGION...........1.0%
DENIED_RELIGION...............2.0%
ACCEPTED_CIVIC...............1.0%
DENIED_CIVIC...................2.0%
ACCEPTED_JOIN_WAR.........0.7%
DENIED_JOIN_WAR..............1.0%
ACCEPTED_STOP_TRADING...1.0%
DENIED_STOP_TRADING.......2.0%
TRADED_TECH_TO_US.........1.0%

There are a few more probabilities, but these are used as "counters" and do not affect attitude:

RECEIVED_TECH_FROM_ANY 5.0%
STOPPED_TRADING_RECENT 3.3%
MADE_DEMAND_RECENT 5.0%
CANCELLED_OPEN_BORDERS 10.0%


I have never made a mod before, and feel I am generally too stupid to do so, but would actually try my best if only for the sole purpose of changing this. To make it something like "has a 2% chance to dissapear each turn".
Would anybody have the time to help me out (what exactly must I do)?
thank you

If a decay probability is already defined, it is very easy to change it using the xml. However, in cases where it is not defined (like made arrogant demand), then it is much more complicated because you need to create one and incorporate into the dll. I know it is possible though so I would recommend reaching out to folks in the modding forum.
 
I play on Marathon and have added this to CIV4LeaderHeadInfos.xml:

<MemoryDecay>
<MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
<iMemoryRand>33</iMemoryRand>
</MemoryDecay>

Seems to work pretty well for me.
 
I play on Marathon and have added this to CIV4LeaderHeadInfos.xml:

<MemoryDecay>
<MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
<iMemoryRand>33</iMemoryRand>
</MemoryDecay>

Seems to work pretty well for me.

Sorry, can you say what *exactly* this does? Is this something like what I was trying to ask for before?
 
I agree that it is ridiculous that making a demand results in a permanent negative modifier.

I can remember games where I had pretty poor relations with one of the civs early on, due to religion and differences in trading partners and stuff like that, but then later became friendly with them. I've often thought it was completely stupid that they are still upset about some demand I made 1000 years ago when they were my enemy. I had good reasons for making the demand back then, and since then I have helped them with wars, given them free techs, supplied them with resources for hundreds of years, but yet they are still pissed off at me for demanding a few gold coins back in the medieval era.

In my opinion, either that negative modifier should decay or it should be linked to the good trade relations modifier. That is, being generous to them in trade should gradually cancel out their unhappiness due to "arrogant demands" before starting to add positive points (which are capped).
 
onomastikon, it gives a small chance each turn (sorry, I forget what % it is) that a civ will forgive you for declaring war on their friend. If you find they are too forgiving, you can always reduce the 33 to something less.

You'll need to add that entry for every civ. The least frustrating way of doing it for me was to just wait until I encountered a civ in a game, then I'd save and exit the game and update the CIV4LeaderHeadInfos.xml for that civ. I also kept a spreadsheet detailing which civs I'd already done it for.
 
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