Pelo McSoy
Chieftain
- Joined
- Feb 5, 2021
- Messages
- 27
Part 1 of this Tutorial
I apologize in advance as this tutorial is going to be a bit wordy.
/***Step 01 - diplomacy at a Glance***/
Step 01-01: Open the diplomacy file in your scenario folder.

Step 01-02: The image shown is the dialogue options for when the AI Demands Tribute.
At first glance, it is a bunch of word soup.

Step 01-03: Review the image for the syntax breakdown.
The lines starting with semicolons are comments showing variables used in the events (like the Player's name, what the AI wants, the best available unit, etc.). These cannot be added, deleted, or edited.
The lines starting with Pound Symbols are the Event Flags:
~Event Name - Describes what the event is
~civ - Determines if dialogue is based on AI Civilization (0 for no, 1 for yes)
~power - Determines if dialogue is based on AI's strength compared to yours (0 for no, 1 for yes)
~mood - Determines if dialogue is based how AI feels about you (0 for no, 1 for yes)
~random - Number of dialogue options the game will choose from (minimum of 1)
The lines starting with quotation marks are the dialogue options based on the flags above. They have been divided up by Civ in the image.

/***Step 02 - Syntax Review***/
Step 02-01: Review the image for a breakdown of the diplomacy header and an explanation of how the Index Numbers work.

Step 02-02: Review the image for a recap of the Event Flags.

Step 02-03: Review the image for a breakdown of the diplomacy dialogue hierarchy.
The images shown in Steps 02-03 through 02-08 will show different examples of dialogue hierarchy. Additional notes and tips are listed in the $DESC lines.

Step 02-04: Review the image for an additional example of diplomacy dialogue hierarchy.

Step 02-05: Review the image for an additional example of diplomacy dialogue hierarchy.

Step 02-06: Review the image for an additional example of diplomacy dialogue hierarchy.

Step 02-07: Review the image for an additional example of diplomacy dialogue hierarchy.

Step 02-08: Review the image for an additional example of diplomacy dialogue hierarchy.

/***Step 03 - Sample Edit***/
Step 03-01a: For this example, we will review and change the following dialogue options:
~AIFIRSTCONTACT - Meeting Rome (1st Civ, highlighted in red) and Babylon (4th Civ, highlighted in blue) for the first time
~USERPROPOSAL - Starting Negotiations
~USERASKFORLOAN - Asking for a Loan
~USERWAR - Declaring War
~USEREXIT - Closing Diplomacy Window
The image shows a truncated version of diplomacy to show the dialogue options together.

Step 03-01b: What meeting Rome looks like in Vanilla.

Step 03-01c: What meeting Babylon looks like in Vanilla.

Step 03-02a: Make the desired changes to Rome and Babylon's introductions, starting negotiations, asking for a loan, declaring war, and closing the diplomacy window.
Remember: If you want to include variables (Civ Name, AI name, best unit, etc.), you may only use the ones defined above the event title.

Step 03-02b: What meeting Rome looks like after the edits.

Step 03-02c: What meeting Babylon looks like after the edits.

/***Step 04 - Trade & Mood Names***/
Step 04-01: At the end of the diplomacy file is a set of names used when trading, as well as the Mood Levels.
Even if you don't change the AI's dialogue but changed the "Gold" currency name, you will want to change it under the HEADINGS labels for consistency.
See image for the full details of the various trade screen and mood text.

/***Step 05 - Full List of Dialogue Sets***/
Step 05-01: In total, there are 85 sets of dialogue. It's too much to go over in a tutorial like this, so you'll be on your own from here. Good luck!

/***Special Thanks***/
Diplomacy.txt Tutorial by Gray Wolf

Diplomacy Editor by pesoloco

I apologize in advance as this tutorial is going to be a bit wordy.
/***Step 01 - diplomacy at a Glance***/
Step 01-01: Open the diplomacy file in your scenario folder.

Step 01-02: The image shown is the dialogue options for when the AI Demands Tribute.
At first glance, it is a bunch of word soup.

Step 01-03: Review the image for the syntax breakdown.
The lines starting with semicolons are comments showing variables used in the events (like the Player's name, what the AI wants, the best available unit, etc.). These cannot be added, deleted, or edited.
The lines starting with Pound Symbols are the Event Flags:
~Event Name - Describes what the event is
~civ - Determines if dialogue is based on AI Civilization (0 for no, 1 for yes)
~power - Determines if dialogue is based on AI's strength compared to yours (0 for no, 1 for yes)
~mood - Determines if dialogue is based how AI feels about you (0 for no, 1 for yes)
~random - Number of dialogue options the game will choose from (minimum of 1)
The lines starting with quotation marks are the dialogue options based on the flags above. They have been divided up by Civ in the image.

/***Step 02 - Syntax Review***/
Step 02-01: Review the image for a breakdown of the diplomacy header and an explanation of how the Index Numbers work.

Step 02-02: Review the image for a recap of the Event Flags.

Step 02-03: Review the image for a breakdown of the diplomacy dialogue hierarchy.
The images shown in Steps 02-03 through 02-08 will show different examples of dialogue hierarchy. Additional notes and tips are listed in the $DESC lines.

Step 02-04: Review the image for an additional example of diplomacy dialogue hierarchy.

Step 02-05: Review the image for an additional example of diplomacy dialogue hierarchy.

Step 02-06: Review the image for an additional example of diplomacy dialogue hierarchy.

Step 02-07: Review the image for an additional example of diplomacy dialogue hierarchy.

Step 02-08: Review the image for an additional example of diplomacy dialogue hierarchy.

/***Step 03 - Sample Edit***/
Step 03-01a: For this example, we will review and change the following dialogue options:
~AIFIRSTCONTACT - Meeting Rome (1st Civ, highlighted in red) and Babylon (4th Civ, highlighted in blue) for the first time
~USERPROPOSAL - Starting Negotiations
~USERASKFORLOAN - Asking for a Loan
~USERWAR - Declaring War
~USEREXIT - Closing Diplomacy Window
The image shows a truncated version of diplomacy to show the dialogue options together.

Step 03-01b: What meeting Rome looks like in Vanilla.

Step 03-01c: What meeting Babylon looks like in Vanilla.

Step 03-02a: Make the desired changes to Rome and Babylon's introductions, starting negotiations, asking for a loan, declaring war, and closing the diplomacy window.
Remember: If you want to include variables (Civ Name, AI name, best unit, etc.), you may only use the ones defined above the event title.

Step 03-02b: What meeting Rome looks like after the edits.

Step 03-02c: What meeting Babylon looks like after the edits.

/***Step 04 - Trade & Mood Names***/
Step 04-01: At the end of the diplomacy file is a set of names used when trading, as well as the Mood Levels.
Even if you don't change the AI's dialogue but changed the "Gold" currency name, you will want to change it under the HEADINGS labels for consistency.
See image for the full details of the various trade screen and mood text.

/***Step 05 - Full List of Dialogue Sets***/
Step 05-01: In total, there are 85 sets of dialogue. It's too much to go over in a tutorial like this, so you'll be on your own from here. Good luck!

/***Special Thanks***/
Diplomacy.txt Tutorial by Gray Wolf

Diplomacy Editor by pesoloco
