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Guide to AI Diplomacy Variables

Discussion in 'Civ4 - Modding Tutorials & Reference' started by Mr. Will, Nov 10, 2005.

  1. Mr. Will

    Mr. Will Mister

    Joined:
    Jan 30, 2004
    Messages:
    475
    Location:
    Simpsonville, SC
    I realize that this guide is incomplete, in fact, almost blank. However, as it gets filled by myself and anyone else willing to lend a hand it will become a complete guide. I think it's justified to put it here so it gets more attention as people begin to search for such a guide and not find one, and end up helping out in it's completion.
    Anyway...
    This is the guide Civ4LeaderHeadInfos.xml
    This specific file seems to regulate the attributes of the AI when playing as certain civs. And it is chocked full of unclear and vague attributes. So this guide is to help solve what these variables do.
    And here is the section of code that we are most interested in.
    Orange - Guess/Implied from Variable Name
    Blue - Tested and known
    Red - Untested, unknown.

    Code:
    [COLOR="Orange"]<Type>LEADER_ALEXANDER</Type>
    			<Description>TXT_KEY_LEADER_ALEXANDER</Description>
    			<Civilopedia>TXT_KEY_LEADER_ALEXANDER_PEDIA</Civilopedia>
    			<ArtDefineTag>ART_DEF_LEADER_ALEXANDER</ArtDefineTag>
    <!--  The above 3 tags have to with art and pedia info.  The first names this specific leader for coding purposes, the second links the leader to his/her/its/ pedia information, and the last I assume links it to it's leaderhead art.[/COLOR]
    
    			[COLOR="Red"]<iWonderConstructRand>20</iWonderConstructRand>
    <!--  Rand variable!!  Ugh.[/COLOR]
    			[COLOR="Blue"]<iBaseAttitude>0</iBaseAttitude>
    <!--  An AI's attitude towards you/other AI's at first meeting.  Set to -8, they automatically are furious with you.  +8, and they want to worship you.[/COLOR]
    			[COLOR="Red"]<iBasePeaceWeight>0</iBasePeaceWeight>
    [/COLOR]
    			[COLOR="Red"]<iPeaceWeightRand>3</iPeaceWeightRand>
    [/COLOR]
    			[COLOR="Red"]<iWarmongerRespect>2</iWarmongerRespect>
    [/COLOR]
    			[COLOR="Blue"]<iRefuseToTalkWarThreshold>10</iRefuseToTalkWarThreshold>
    <!--  The lower you go, the more likely the AI will accept your envoys during war, and vice versa.[/COLOR]
    			[COLOR="Red"]<iNoTechTradeThreshold>5</iNoTechTradeThreshold>
    [/COLOR]
    			[COLOR="Red"]<iTechTradeKnownPercent>30</iTechTradeKnownPercent>
    [/COLOR]
    			[COLOR="Orange"]<iMaxGoldTradePercent>5</iMaxGoldTradePercent>
    <!--  This variable appears to indicate how much of a civ's treasury this leader is willing to trade with.  Untested, but it seems unlikely to be anything else.  Not sure how to test, but I'm pretty sure it's what this does.[/COLOR]
    			[COLOR="Orange"]<iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
    <!--  Same as above, but indicating per turn trades as opposed to lump sum trades.[/COLOR]
    			[COLOR="Red"]<iMaxWarRand>50</iMaxWarRand>
    [/COLOR]
    			[COLOR="Red"]<iMaxWarNearbyPowerRatio>90</iMaxWarNearbyPowerRatio>
    [/COLOR]
    			[COLOR="Red"]<iMaxWarDistantPowerRatio>70</iMaxWarDistantPowerRatio>
    [/COLOR]
    			[COLOR="Red"]<iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent>
    [/COLOR]
    			[COLOR="Red"]<iLimitedWarRand>40</iLimitedWarRa[COLOR="Red"][/COLOR]nd>
    [/COLOR]
    			[COLOR="Red"]<iLimitedWarPowerRatio>120</iLimitedWarPowerRatio>
    [/COLOR]
    			[COLOR="Red"]iDogpileWarRand>50</iDogpileWarRand>
    [/COLOR]
    			[COLOR="Red"]<iMakePeaceRand>40</iMakePeaceRand>
    [/COLOR]
    			[COLOR="Red"]<iDeclareWarTradeRand>40</iDeclareWarTradeRand>
    [/COLOR]
    			[COLOR="Red"]<iDemandRebukedSneakProb>40</iDemandRebukedSneakProb>
    [/COLOR]
    			[COLOR="Red"]<iDemandRebukedWarProb>25</iDemandRebukedWarProb>
    [/COLOR]
    			[COLOR="Orange"]<iRazeCityProb>25</iRazeCityProb>
    <!--  Fairly sure that it's the percent chance that the AI will raze any one conquered city.[/COLOR]
    			[COLOR="Red"]<iBuildUnitProb>35</iBuildUnitProb>
    [/COLOR]
    			[COLOR="Red"]<iBaseAttackOddsChange>4</iBaseAttackOddsChange>
    [/COLOR]
    			[COLOR="Red"]<iAttackOddsChangeRand>10</iAttackOddsChangeRand>
    [/COLOR]
    			[COLOR="Orange"]<iWorseRankDifferenceAttitudeChange>-2</iWorseRankDifferenceAttitudeChange>
    <!-- This variable effects the AI's attitude towards you if you are ranked lower in score than they have.[/COLOR]
    			[COLOR="Orange"]<iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange>
    <!-- This variable effects the AI's attitude towards you if you are ranked higher in score than they have.[/COLOR]
    			[COLOR="Orange"]<iCloseBordersAttitudeChange>-4</iCloseBordersAttitudeChange>
    <!-- Effects the AI's attitude when your borders right against each other.  Thanks Zurai![/COLOR]
    			[COLOR="Red"]<iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
    <!--  An attitude change regarding losing a war it seems, but against who, and who is the attitude change towards?[/COLOR]
    			[COLOR="Red"]<iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
    [/COLOR]
    			[COLOR="Red"]<iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
    [/COLOR]
    			[COLOR="Red"]<iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
    [/COLOR]
    			[COLOR="Red"]<iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
    [/COLOR]
    			<[COLOR="Orange"]iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
    <!--  An attitude change that increases if you share the same religion.[/COLOR]
    			[COLOR="Red"]<iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
    [/COLOR]
    			[COLOR="Red"]<iSameReligionAttitudeChangeLimit>4</iSameReligionAttitudeChangeLimit>[/COLOR]
    
    			[COLOR="Orange"]<iDifferentReligionAttitudeChange>-1</iDifferentReligionAttitudeChange>
    <!--  Negative attitude change if you do not have the same religion.[/COLOR]
    			[COLOR="Red"]<iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>[/COLOR]
    
    		        [COLOR="Red"]<iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>[/COLOR]
    
    			[COLOR="Red"]<iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>[/COLOR]
    
    			[COLOR="Red"]<iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>[/COLOR]
    
    			[COLOR="Red"]<iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>[/COLOR]
    
    			[COLOR="Red"]<iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>[/COLOR]
    
    			[COLOR="Red"]<iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>[/COLOR]
    
    			[COLOR="Red"]<iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>[/COLOR]
    
    			[COLOR="Red"]<iShareWarAttitudeChange>1</iShareWarAttitudeChange>[/COLOR]
    
    			[COLOR="Red"]<iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>[/COLOR]
    
    			[COLOR="Red"]<iShareWarAttitudeChangeLimit>3</iShareWarAttitudeChangeLimit>[/COLOR]
    
    			[COLOR="Orange"]<iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
    <!--  Attitude increase for sharing the same favorite civic.[/COLOR]
    			[COLOR="Red"]<iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>[/COLOR]
    
    			[COLOR="Red"]<iFavoriteCivicAttitudeChangeLimit>2</iFavoriteCivicAttitudeChangeLimit>[/COLOR]
    
    			<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
    			<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
    			<TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold>
    			<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold>
    			<HappinessBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HappinessBonusRefuseAttitudeThreshold>
    			<HealthBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HealthBonusRefuseAttitudeThreshold>
    			<MapRefuseAttitudeThreshold>ATTITUDE_PLEASED</MapRefuseAttitudeThreshold>
    			<DeclareWarRefuseAttitudeThreshold>ATTITUDE_ANNOYED</DeclareWarRefuseAttitudeThreshold>
    			<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarThemRefuseAttitudeThreshold>
    			<StopTradingRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingRefuseAttitudeThreshold>
    			<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
    			<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_PLEASED</AdoptCivicRefuseAttitudeThreshold>
    			<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold>
    			<OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold>
    			<DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
    			<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_FRIENDLY</PermanentAllianceRefuseAttitudeThreshold>
    			<FavoriteCivic>CIVIC_HEREDITARY_RULE</FavoriteCivic>
    			<Traits>
    				<Trait>
    					<TraitType>TRAIT_PHILOSOPHICAL</TraitType>
    					<bTrait>1</bTrait>
    				</Trait>
    				<Trait>
    					<TraitType>TRAIT_AGGRESSIVE</TraitType>
    					<bTrait>1</bTrait>
    				</Trait>
    			</Traits>
    			<Flavors>
    				<Flavor>
    					<FlavorType>FLAVOR_MILITARY</FlavorType>
    					<iFlavor>5</iFlavor>
    				</Flavor>
    				<Flavor>
    					<FlavorType>FLAVOR_GROWTH</FlavorType>
    					<iFlavor>2</iFlavor>
    				</Flavor>
    			</Flavors>
    			<ContactRands>
    				<ContactRand>
    					<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
    					<iContactRand>250</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
    					<iContactRand>1000</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_JOIN_WAR</ContactType>
    					<iContactRand>20</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_STOP_TRADING</ContactType>
    					<iContactRand>50</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_GIVE_HELP</ContactType>
    					<iContactRand>500</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
    					<iContactRand>250</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
    					<iContactRand>250</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_OPEN_BORDERS</ContactType>
    					<iContactRand>20</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
    					<iContactRand>80</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
    					<iContactRand>80</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_PEACE_TREATY</ContactType>
    					<iContactRand>20</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_TRADE_TECH</ContactType>
    					<iContactRand>5</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_TRADE_BONUS</ContactType>
    					<iContactRand>5</iContactRand>
    				</ContactRand>
    				<ContactRand>
    					<ContactType>CONTACT_TRADE_MAP</ContactType>
    					<iContactRand>20</iContactRand>
    				</ContactRand>
    			</ContactRands>
    			<ContactDelays>
    				<ContactDelay>
    					<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_JOIN_WAR</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_STOP_TRADING</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_GIVE_HELP</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_OPEN_BORDERS</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_PEACE_TREATY</ContactType>
    					<iContactDelay>10</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_TRADE_TECH</ContactType>
    					<iContactDelay>30</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_TRADE_BONUS</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    					<ContactType>CONTACT_TRADE_MAP</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    			</ContactDelays>
    			<MemoryDecays>
    				<MemoryDecay>
    					<MemoryType>MEMORY_GIVE_HELP</MemoryType>
    					<iMemoryRand>200</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_REFUSED_HELP</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
    					<iMemoryRand>150</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType>
    					<iMemoryRand>150</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType>
    					<iMemoryRand>30</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType>
    					<iMemoryRand>20</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType>
    					<iMemoryRand>10</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    					<MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType>
    					<iMemoryRand>20</iMemoryRand>
    				</MemoryDecay>
    			</MemoryDecays>
    			<MemoryAttitudePercents>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
    					<iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_NUKED_US</MemoryType>
    					<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_RAZED_CITY</MemoryType>
    					<iMemoryAttitudePercent>-250</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
    					<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_GIVE_HELP</MemoryType>
    					<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_REFUSED_HELP</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
    					<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
    					<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
    					<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
    					<iMemoryAttitudePercent>50</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_STOPPED_TRADING</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_MADE_DEMAND</MemoryType>
    					<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    					<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
    					<iMemoryAttitudePercent>10</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    			</MemoryAttitudePercents>
    			<NoWarAttitudeProbs>
    				<NoWarAttitudeProb>
    					<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
    					<iNoWarProb>20</iNoWarProb>
    				</NoWarAttitudeProb>
    				<NoWarAttitudeProb>
    					<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
    					<iNoWarProb>80</iNoWarProb>
    				</NoWarAttitudeProb>
    				<NoWarAttitudeProb>
    					<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
    					<iNoWarProb>100</iNoWarProb>
    				</NoWarAttitudeProb>
    			</NoWarAttitudeProbs>
    			<UnitAIWeightModifiers>
    				<UnitAIWeightModifier>
    					<UnitAIType>UNITAI_ATTACK</UnitAIType>
    					<iWeightModifier>100</iWeightModifier>
    				</UnitAIWeightModifier>
    			</UnitAIWeightModifiers>
    			<ImprovementWeightModifiers/>
    The section removed here was about leaderhead music.  This isn't covered in this guide.
    		</LeaderHeadInfo>
    		<LeaderHeadInfo>
    As you can see, there are almost no comments so far. I will be adding these as we figure out the various parts of it. Any help is welcome.
     
  2. Mr. Will

    Mr. Will Mister

    Joined:
    Jan 30, 2004
    Messages:
    475
    Location:
    Simpsonville, SC
    The way I'm planning on testing these is to set them is to set them, one at a time, to absurdly high numbers and see what happens. Hopefully the change will be obvious and we can narrow down what it does. We can also compare them to other civs with well-known attributes, but that doesn't help for all of them.

    Any better ideas are welcome.
     
  3. sovarn

    sovarn Chieftain

    Joined:
    Nov 8, 2005
    Messages:
    166
    Location:
    London
    Sounds like a good plan. Good luck, thats alot of things to go through :D
     
  4. Zurai

    Zurai Chieftain

    Joined:
    Apr 3, 2004
    Messages:
    726
    Not quite. It's the modifier for having adjacent borders; in other words, when your cultural borders touch this leader's cultural borders. The text in the diplomacy info is "Our close borders spark tensions" or something to that effect.
     
  5. Mr. Will

    Mr. Will Mister

    Joined:
    Jan 30, 2004
    Messages:
    475
    Location:
    Simpsonville, SC
    Ahh. I was thinking of the verb, and not the adjective. Thanks.
    Will update with that soon.
     
  6. neriana

    neriana Chieftain

    Joined:
    Oct 2, 2005
    Messages:
    255
    This is great, exactly what I've been looking for.

    I have some more guesses, though I haven't tested them yet with any leaders of my own. But based on the AI behavior in the game, and the names of the tags, I believe these are likely:

    <iWonderConstructRand>20</iWonderConstructRand>
    Deals with the likelihood a leader will try to construct wonders. The highest is 50 (Louis XIV), the lowest is 0 (Montezuma). They are the only two leaders at these ends, the others are pretty evenly distributed at 10-40.

    <iBasePeaceWeight>0</iBasePeaceWeight>
    How much the leader likes you for having peace. Note that Alex's is 0, and Gandhi's is 10. I believe this explains at least part of Alexander's backstabbing tendencies. I don't know if this applies only to peace with that particular leader, or peace with every other civilization on the map.

    <iPeaceWeightRand>3</iPeaceWeightRand>
    This is 3 for every leader. I don't know what it is, but it should probably be set at 3 for all custom leaders.

    <iWarmongerRespect>2</iWarmongerRespect>
    I think this is how much a leader respects you for being, well, a warmonger. Alexander's is 2 and Gandhi's is 0.

    <iDeclareWarTradeRand>40</iDeclareWarTradeRand>
    This is 40 for every leader, whatever it does.

    <iMakePeaceRand>40</iMakePeaceRand>

    This is higher for aggressive than for peaceful leaders, so I think it's the likelihood a leader will NOT make peace? Genghis Khan's is 80, Gandhi's is 10.

    <iBuildUnitProb>35</iBuildUnitProb>
    Covers how many resources a leader will put toward military unit production. Alex and Genghis Khan have 35; Gandhi has 15.

    <iDemandRebukedSneakProb>40</iDemandRebukedSneakProb>
    How likely an AI is to sneak attack you if you fail to meet their demands. Washington's is 100! Alex and some others are at 40, but some unexpected leaders have very high numbers here. Gandhi's at 0.

    <iDemandRebukedWarProb>25</iDemandRebukedWarProb>
    How likely an AI is to declare open war on you if you don't give in to their demands. Alexander and Washington are more likely to sneak attack than to declare first, but Genghis Khan is more honorable. He's got a 20% sneak, 50% declaration ratio. Gandhi's at 0 for this one too.
     
  7. Mr. Will

    Mr. Will Mister

    Joined:
    Jan 30, 2004
    Messages:
    475
    Location:
    Simpsonville, SC
    Thank you very much!
    I'll add these here shortly.
    Then I'll delve in a little deeper.
     
  8. DerWolfmann

    DerWolfmann Chieftain

    Joined:
    Apr 13, 2009
    Messages:
    1
    Location:
    Canada
    Does anyone know how to change the definition of the diplomacy options?

    i.e.
    I want to add a "mutual military assistance pact" option. I want it to act as a defensive pact, but also to cause civs involved to declare war together.
    Either this type of thing or adding code so that any one civ can form permanant alliances with more than one civ. (i.e. Bismarck-PA-Montezuma, Bismarck-PA-Alexander, Montezuma-PA-Alexander)

    If someone could direct me to the file location of this code that would be GREAT!!!

    THANKS!
     
  9. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    30,894
    Location:
    Germany / Netherlands
    Welcome to CFC :).

    Sadly, there's no easy xml way for doing this.
    You'll have to mess around with the SDK, which requieres C++ coding :(.
     

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