Mr. Will
Mister
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.
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.
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>