Diplomacy AI Development

There's a lot of feedback that the penalty is too punishing as-is, though, and I agree it should scale with map size and be less punishing if you're defending yourself. I'll look at this.
Well, I think feedback from Huge size players is necessary to do this correctly. The facts are;
-Huge maps have more cities in total.
-Huge maps have more cities per player, even with added civs. Exception being 43 civs. I've seen very tall AIs like Ethiopia or those that are doing poorly roll with 6 but still try to late game found. 10 is a good estimate I think.
-Capitals are still the strongest cities in most cases and are of course part of the Domination Victory condition(which you won't be seeing in the current state)
It therefore makes logical sense that conquering a non-capital city in a huge map is of less overall consequence that conquering a city of similar economic strength in a standard map and that if this is not accounted for, standard and huge players will have somewhat different experiences of the diplomatic consequences of war. Keep in mind that more cities mean a somewhat increased (but not linearly) supply limit, which allows for more concurrent conquests to players with a stronger army than their opponent.

What I am seeing in my games;
-Non Authority AIs struggle to make conquests in the first place, I assume their army cannot overpower their war enemies enough to conquer cities early on. Those that still try to wage a lot of wars (say Catherine when she picks Progress) often get sanctioned in the world congress even though they conquered very few or no cities.
-Authority AIs sometimes conquer one of their neighbors. I am seeing this in every game lately. They usually get sanctioned in the first session.

An example from my latest game; I had done no conquests until the industrial era and were in good terms with most people. I then proceeded to conquer 2 medium cities and an okay capital so 3 out of the 8 cities of 1 out of the 13 other civs (originally 14 but one got conquered). This got the majority of the civ fearing a dark age out of my warmongering and a bunch of denouncements. 30 turns later (Epic speed) I declared and conquered 2 medium cities from another neighbor, after a hard fight, and this made even my few remaining friends to not want anything to do with me and denounce me and a unanimous Sanction by the World Congress. Now I am basically forced to push more conquests and vassalise everyone in my continent so as to secure Offices and trade deals, this is the path I chose, of course, and would eventually do it either way. So, is conquering 4 cities, out of maybe 150+ in the world and one capital out of 14, over the span of 50 turns, a justification for this? Possibly, I am not usually a warmonger, but I also see the AIs that do wars and conquests suffer a little too much. Of course conquering 3 cities in a Standard map would be maybe more that half a players cities and would basically ruin them but the AI in question was able to keep up in Tech during the following turns and was able to declare on me with help from other civs and contemporary units. Definitely an interesting scenario and possibly appropriate to the loss of a capital but goes to show that taking 3 cities in a huge map is not enough to ruin a player.
I would not suggest radical changes, last thing I want to see is AIs turning a blind AI to serial conquerors and I do like "coalition" scenarios, especially of nearby peaceful civs in response to a series of conquests or the loss of a capital. Maybe small adjustments to see how games work with different values and see what feels best. Also would like the opinion of other Huge size players on this.
 
War is part of the game, I have no plans to make being peaceful an easy task.

There's a lot of feedback that the penalty is too punishing as-is, though, and I agree it should scale with map size and be less punishing if you're defending yourself. I'll look at this.

Defensive modifiers for warmonger were removed because it is 'gamey.'

G
 
Defensive modifiers for warmonger were removed because it is 'gamey.'

G

It's the opposite of gamey. If a country attacks another country and the defending country counter attacks the rest of the world looks less harshly at the country defending itself.

What is gamey is small civs attacking larger civs multiple times for no reason other than another civ slipped them a bit of gold.

What is gamey is when you decide to smack down one of these lesser civs by taking one of their cities, then the whole world turns on you because you are appearently the one who is driving the world into a "new dark age" with your "warmongering".

What is gamey is when civs from across the ocean with no ability to move troops across that ocean attack you because again, another civ slipped them a bit of gold, or because they want to stand up to your evil warmongering for daring to defend yourself.

It's immersion breaking and silly.
 
It's the opposite of gamey. If a country attacks another country and the defending country counter attacks the rest of the world looks less harshly at the country defending itself.

What is gamey is small civs attacking larger civs multiple times for no reason other than another civ slipped them a bit of gold.

What is gamey is when you decide to smack down one of these lesser civs by taking one of their cities, then the whole world turns on you because you are appearently the one who is driving the world into a "new dark age" with your "warmongering".

What is gamey is when civs from across the ocean with no ability to move troops across that ocean attack you because again, another civ slipped them a bit of gold, or because they want to stand up to your evil warmongering for daring to defend yourself.

It's immersion breaking and silly.

Are you playing on the latest hotfix? Not sure if it includes Recursive's changes but if so they should help.
So for certain votes my vassals will offer me money for both sides of a vote (yes or no) which doesn't make much sense.

I disagree. I'm often willing to buy votes for and against someone else's proposal so that those votes don't affect mine. Particularly if I suspect the AI is going to vote against what I proposed - or if they would otherwise vote to sanction me etc.
 
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My changes are not in the hotfix.

Defensive modifiers for warmonger were removed because it is 'gamey.'

G

The "aggrieved percent" modifier was removed, but it (a) wasn't working properly to begin with, and (b) would only have been a 10% reduction if it did work.

Unless there are additional modifiers I'm not aware of, I don't think it had a particularly gamey effect.

The issue for me is that the person who declares war first is not necessarily the aggressor in the grand scheme of things. Such a mechanic could be exploited if poorly designed.
 
The issue for me is that the person who declares war first is not necessarily the aggressor in the grand scheme of things. Such a mechanic could be exploited if poorly designed.

This would be amazing, It would be like a "Casus Belli" a.k.a justified wars (Like, declaring war after a Citadel Steal)

By the way. Now it seems like the AI is trading strategics in a more logical way (Normal prices lol)

Just two questions:

1) What does affect the AFRAID diplo state? Your military might?, conquests?, how aggresive you are?, economic power, vassals? It would be nice to know this.

2) Also, sometimes I've noted the "Near Terrifying Opponent" bonus. I don't know if this is because the AI is Afraid, because my troops are veterans (Highly promoted / Much Exp), combat strength difference or that my troops are from a higher era. Again, is this normal?

Edit: No Elephants granting the bonus. They were normal fusiliers.
 
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2) Also, sometimes I've noted the "Near Terrifying Opponent" bonus. I don't know if this is because the AI is Afraid, because my troops are veterans (Highly promoted / Much Exp), combat strength difference or that my troops are from a higher era. Again, is this normal?

Elephants maybe?
 
Elephants maybe?
Or maybe 'Heroes' promo from catching a GG. Can't remember if that's a VP feature of just from the 'Capture Great People' modmod I use.
 
Nope, had to point that out. Normal fusiliers in this case. And I don't remember killing any GG or Great Person... Would be strange to get such a powerful bonus by doing that haha.

Can you see what promotions the enemy unit has?

The other unit that does this is gatling guns which have 'covering fire', but it's possible the effect is showing up as 'terrifying'.
 
The latest patch has a very weird trait with AI and deals. Their value -50 displays as acceptable, but so does the value they give +50.

So if the value is exactly 50, they'll pay 0 gold or 2 gold, both displayed as acceptable.
Spoiler 2 Gold :
20200903120145_1.jpg


Spoiler 0 Gold :
20200903120142_1.jpg

 
This would be amazing, It would be like a "Casus Belli" a.k.a justified wars (Like, declaring war after a Citadel Steal)

By the way. Now it seems like the AI is trading strategics in a more logical way (Normal prices lol)

Just two questions:

1) What does affect the AFRAID diplo state? Your military might?, conquests?, how aggresive you are?, economic power, vassals? It would be nice to know this.

2) Also, sometimes I've noted the "Near Terrifying Opponent" bonus. I don't know if this is because the AI is Afraid, because my troops are veterans (Highly promoted / Much Exp), combat strength difference or that my troops are from a higher era. Again, is this normal?

Edit: No Elephants granting the bonus. They were normal fusiliers.

The AFRAID approach is affected mostly by your military and economic strength compared to the other player, and how threatening they perceive you to be.

Near Terrifying Opponent is granted by a promotion (typically elephant units, also Polynesia's UU if I'm not mistaken). On that note:

Or maybe 'Heroes' promo from catching a GG. Can't remember if that's a VP feature of just from the 'Capture Great People' modmod I use.

Nope, had to point that out. Normal fusiliers in this case. And I don't remember killing any GG or Great Person... Would be strange to get such a powerful bonus by doing that haha.

Can you see what promotions the enemy unit has?

The other unit that does this is gatling guns which have 'covering fire', but it's possible the effect is showing up as 'terrifying'.

Please keep this thread on topic, guys. Diplomacy stuff! :)

However to answer your question @JamesNinelives, you can see what promotions the enemy has in the combat preview (if you use the official promotion icons modmod) or with that mod that adds promotion flags above units - I forget the name.

The latest patch has a very weird trait with AI and deals. Their value -50 displays as acceptable, but so does the value they give +50.

So if the value is exactly 50, they'll pay 0 gold or 2 gold, both displayed as acceptable.
Spoiler 2 Gold :


Spoiler 0 Gold :

Post deal related things in the Deal AI Development Thread, please. Gazebo is managing that.
 
The latest patch has a very weird trait with AI and deals. Their value -50 displays as acceptable, but so does the value they give +50.

So if the value is exactly 50, they'll pay 0 gold or 2 gold, both displayed as acceptable.
Spoiler 2 Gold :


Spoiler 0 Gold :

There's an 'acceptable +/- range for the AI for deals that qualifies as acceptable.

G
 
More detailed work on AI alliance-making will come later, but for now I've put a hard cap on DPs for the AI:
Code:
DP Cap = 2 + floor(# of other valid civs met / 10)
This replaces the flavor mechanic. AI will only agree to make DPs with their top X DP choices, where X is the cap.

With less than 10 other civs, the cap is 2.
With 10 to 19 other civs, the cap is 3.
With 20 to 29 other civs, the cap is 4.
etc.

Exception: AIs that gain World Congress votes from making DPs have no DP cap.
 
More detailed work on AI alliance-making will come later, but for now I've put a hard cap on DPs for the AI:
Code:
DP Cap = 2 + floor(# of other valid civs met / 10)
This replaces the flavor mechanic. AI will only agree to make DPs with their top X DP choices, where X is the cap.

With less than 10 other civs, the cap is 2.
With 10 to 19 other civs, the cap is 3.
With 20 to 29 other civs, the cap is 4.
etc.

Exception: AIs that gain World Congress votes from making DPs have no DP cap.

Sounds great! :)
 
So America offered me to declare together on Zulus. I asked for 10 turns. Then after some time Zulu declared on me (I don't know if 10 turns passed cause I can't find the exact turn Washington asked me to DoW). Still America not at war with Zulus somehow. I thought AI promises have been fixed now so they can't back out ?
 
@Recursive What are your thoughts on this? I think distance, era, declared friendship all need to be factors.

I actually think the DP Cap I mentioned is a "good enough" rule. I'm thinking of implementing some kind of strategic alliance mechanic that might allow for broader coalitions, but I mostly meant improvements to decision making logic.

So America offered me to declare together on Zulus. I asked for 10 turns. Then after some time Zulu declared on me (I don't know if 10 turns passed cause I can't find the exact turn Washington asked me to DoW). Still America not at war with Zulus somehow. I thought AI promises have been fixed now so they can't back out ?

Not implemented yet.
 
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