Diplomacy AI Development

Why does AI ask for iron? Let's say he has no iron and wants to build swordmen. So I give him some iron and he gives me gold. Then he builds some of them but those units are now dependent on iron that doesn't belong to the AI. So if he goes to war with you, trade is canceled and all those units are now lacking the resource and suffer a penalty.

So if I am not wrong, isn't it pointless to ask another civ for strategic resources?
 
It's not poitless. First, it's not guaranteed to lose this iron, because a war is not guaranteed. Second, units that suffer penalties are not worthless. Third, there is a chance to get iron later.
 
A lot of DoWs between the AIs and towards the human player. Also, often very quick jumps between offers of DoF and declarations of war due to bribery. Still, some very good improvements are evident in this version, so kudos to Recursive!
 
I think AI is going crazy at this version.
- Korea with weakest army already lose their capital. And they offer me a Pact of Defense, asking me for almost all of my gold and resources. LOLWUT?
- Authoruty Iroquois at other side of world, declares me war. He doing nothing and it is peace offer a little bit later. After that, he offer me a DoF, after that Open borders, trade agreements... Wonderful! And few turns after he declares war again. LOLWUT?
upload_2020-8-20_15-17-20.png
In the previous version, the AI was not so illogical.
 
And they offer me a Pact of Defense, asking me for almost all of my gold and resources. LOLWUT?

I actually like that they at least ask. In the past you would only rarely get defensive pact offers. I think that's why the AI used to always have more defensive pacts than the player, it's easier for them to ask each other. Maybe the AI is also willing to agree to DPs even with a large price tag attached, IDK.
Authoruty Iroquois at other side of world, declares me war. He doing nothing and it is peace offer a little bit later. After that, he offer me a DoF, after that Open borders, trade agreements... Wonderful! And few turns after he declares war again. LOLWUT?

Yeah. As recommended these changes certainly make the game 'much more dynamic'. Probably too dynamic though lol, it's a bit chaotic.
 
Is it any way to know, what is the reason of declaring war? Why that guy just denounced me? May be should add some kind of game-tip (for example, while playing in Transparent Diplomacy mode). It will help players understand the logic of AI and make AI development easier.
 
Is it any way to know, what is the reason of declaring war? Why that guy just denounced me? May be should add some kind of game-tip (for example, while playing in Transparent Diplomacy mode). It will help players understand the logic of AI and make AI development easier.

They give a reason when denouncing.

"Though you may call it couveting lands, I have made clear are mine." Is most common and is due to teritoral disputes. This is because you own land the AI considers in it's "bubble" of land that should be owned by it.

"Other leaders have told me what an awfully person you are." Is when one of their friends has denounced you and they want to gain favour with that friend.

The other ones are pretty self explanatory.

As for war, you can tell if the war was part of a deal with someone else if you go to their dilpomatic screen and the "make peace" button is gone.
 
Is anyone else finding the current AI too passive? I'm playing the latest official version with Warlord difficulty and so far, I am the only player to have taken another city. In fact, there has only been one AI vs AI war, which was a total flop with barely any combat. I'm not seeing any AI aggression or threatening behaviour or cities changing hands, or even AIs asking much to go to war with other players.
 
@Recursive Is this new feature you mentioned in a previous post in the 8-16 patch and if so how do you activate it?

"Show All Opinion Values: If enabled, the number value of all opinion modifiers is displayed in the opinion table. Unlike Transparent Diplomacy, modifiers can still be hidden from the player.
Activating both options effectively duplicates Transparent Diplomacy, even if C4DF is not enabled."
 
A lot of DoWs between the AIs and towards the human player. Also, often very quick jumps between offers of DoF and declarations of war due to bribery. Still, some very good improvements are evident in this version, so kudos to Recursive!

uhh none of that was his doing! ;)
 
uhh none of that was his doing! ;)

On the flipside, none of the bugs with AI deals are my doing either. ;)

Re: AI aggression and other things, I am reading everyone's feedback here, but life has suddenly gotten busy for me - bear with me a few days, guys. :)
 
@Recursive Is this new feature you mentioned in a previous post in the 8-16 patch and if so how do you activate it?

"Show All Opinion Values: If enabled, the number value of all opinion modifiers is displayed in the opinion table. Unlike Transparent Diplomacy, modifiers can still be hidden from the player.
Activating both options effectively duplicates Transparent Diplomacy, even if C4DF is not enabled."

MODS > (1) Community Patch > Core Files > Core Changes > DiploAIOptions.sql, find the option, set to 1 and save the file.
 
Can I change this file mid game or do I have to new game start for it to work?

Thanks!

Savegame compatible, you do not have to start a new game. Same for all the other options in that file.
 
Just FYI, with the new beta patch, giving cities back to the original owner is still impossible.

Example:
https://freeimage.host/i/impossiblestill.de6C8v


An update on this, I went though a whole epic pace game and not once was I able to trade a city to an AI that used to belong to it. (Or a city that didn't, but didn't really test that)

Didn't have the AI ask to have any cities traded back to them either. (Back in "days of old" they would request you give their cities back via trade)
 
It's not poitless. First, it's not guaranteed to lose this iron, because a war is not guaranteed. Second, units that suffer penalties are not worthless. Third, there is a chance to get iron later.
Fourth, usually there are more civs than just you and the said 1 AI. They can build up an army of swordsmen and attack another AI civ.
 
This was the first game that I've played, ever, where the AI proposed the World Congress proposal that freed vassals. I lost 4 vassals as Inca, having gone Progress / Fealty / Rationalism / Order. Props to Recursive!
 
This was the first game that I've played, ever, where the AI proposed the World Congress proposal that freed vassals. I lost 4 vassals as Inca, having gone Progress / Fealty / Rationalism / Order. Props to Recursive!

Yep, the world congress proposals in this version do seem more varied :).
 
This was the first game that I've played, ever, where the AI proposed the World Congress proposal that freed vassals. I lost 4 vassals as Inca, having gone Progress / Fealty / Rationalism / Order. Props to Recursive!

Yep, the world congress proposals in this version do seem more varied :).

That's an unexpected side effect, not much was changed about WC logic. Either the vote trading is working more effectively or the changes to approach are resulting in better alliances.

Speaking of better alliances, I'm working on some changes to that - or I will be when I get the chance. :)
 
I was playing zulu, and I took Morocco's capital (my neighbor). I rejected peace several times because he had basically nothing to offer, but then Siam, my other neighbor, gave me gold to make peace. So it's cool to see trade deals like that.
Later, Morocco voluntarily vassalized to Siam, which surprised me, but I guess it makes sense as he wanted protection from me. Some nice diplomacy things.

Now I'm at war with Siam (and Morroco) and I was wondering. Are we going to change it to allow vassalizing a civ that has vassals? It's pretty annoying because it means I can basically only do it by murdering his vassal.
 
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