r_rolo1
King of myself
^^Been there, done that.....
^^Been there, done that.....
And I can confirm it from practical experience, it has just happened to me 5 min ago!
Oh, one more thing: how's the 'bordering tile' defined? Do tiles that only have 1 corner in common also count or do they at least need to have one mutual side? (I've been counting tiles to stay under the LT limit. )
Edit: the AIs will only demand things when <= CAUTIOUS (DemandTributeAttitudeThreshold).
The other interesting factors are how Vassals and the financial situation affect the probabilities for wars. I don't really know what to think of the HUSP-factor (HighUnitSpendingPercentage). For boxed in unit spammers this should be huge (compact empire = low total expenses). E.g. checking the 990AD save of Sisiutil's ALC24 shows Mehmed with USP = 12/57 = 24% (HUSP = (USP-7)/3 = 5) and 2-city-Pacal with 2/4 = 50% (HUSP = 14) (note: foreign trade is not taken into account!). So they should consider a total war 6 / 15 times as often, but Pacal's power is probably much to low to actually find a valid victim.
It's also interesting how the raiders don't care about the attitude that much (NWR+10), so Boudica will declare at pleased if she is in financial trouble! (Edit: no she won't due to the capping at 99 and her NoWarProb=100)
iDeclareWarTradeRand - this is where it gets interesting. This xml value is 40 for all leaders except for one, Pacal's is 60; it is used to determine the probability that an AI bribes another player to join a war it is currently fighting with a 3rd player. The formula for the chance to consider a bribe strongly depends on the duration of the most recent war (CHOSEN dogpile wars get a penalty -> fewer bribes):
WarCounter: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | ...
Chance: 50%| 33%| 25%|5.8%|4.7%| 4%|3.4%| 3%|2.7%|2.5%|2.5%|2.5%| ...These numbers are for the xml value of 40; since higher values result in lower chances (it's a "...Rand" in contrast to the "...Prob"s), Pacal's chances are 50%|25%|20%|4%... There is a sharp drop after the 3rd turn.
In CvPlayerAI::AI_doDiplo() the AI loops over all other players (the human player comes last); if it doesn't decide to contact the current potential trading partner for any other reasons it will try to bribe him into one of its wars (this does not need to be the most recent war!) with the above mentioned probability. That's how I understand the code, I'm quite shocked about the 50/50 chance on the first turn after the DoW, but more requirements must be met. The human player cannot be bribed (normally, see below ).
If the RNG agrees to a potential bribery, the code loops over all valid dogpile victims and determines the "best".
Edit: some minor corrections:
A) 4. AI is in financial trouble when (Inflated Costs + foreign trade deficit) > 60% of (beakers per turn + taxes income + foreign trade surplus), threshold increases by additional +8% when aiming for cultural victory, +12% when at war or preparing one, +10% when researching Future Techs
2. Yup, these are two completely separate diplo events --> one is a request the other is a trade offer. There are explicit isHuman()-checks in the code of CvPlayerAI::AI_doDiplo(), so that only the human player receives the requests to join a war, and only other AI-players are allowed to receive the trade offers (if you check the AI-AI diplo modifiers in the glance screen you will never encounter "You refused to help us during war-time!").
Gold slider @50-90% sounds very suspicious - is this normal? Is there generally less commerce available in Planetfall (tile yields, improvements, trade routes, buildings, ...) compared to the expenses?
I noticed you significantly increased the leaders' MaxGoldTrade values. I couldn't find any connection between these values and the preferred slider positions in BTS, but it might be different in Planetfall. What are the AIs doing with all that gold?
I guess it would be best to post a save of your current test-game, together with your used leaderheads.xml -- I really want to take a look at this (I found debug mode works fine )
So maybe it is a pathfinding problem. E.g. the default BTS-AI is not able to figure out that it has to use boats to get the land units to a target in the case that the target is located on the same landmass, but the path is blocked by impassable terrain (only mountain peaks and inland lakes in BTS). During my quick test of Planetfall I popped a Chopper from a Unity Pod and was a bit irritated about its available movement options until I read "Unit may not reveal undiscovered terrain except inside a player's territory" (btw. how can I have fog=undiscovered terrain within my cultural borders?). Furthermore I noticed Armors can't enter Fungus and that there is no direct way from a flat land tile up to a ridge tile. While these are probably pretty cool features I can imagine that they are rather "challenging" for a pathfinding algorithm. I'm not 100% sure, but I guess the individual attack units are grouped together and the AI searches a path for the whole selection group to reach the target. And if it can't find one because some of the units are restricted in their movement options in such ways, the whole group of units just keeps sitting in the city... This could be readily tested by some quick WB-terraforming.
re. the bribery hack:
IIRC I had only changed a few lines of code at the very end of CvPlayerAI::AI_doDiplo() to achieve the bribing of the human player described in this post. I removed the isHuman()-check and copied the code block from the trade-maps offer to establish the diplo contact. But of course I didn't run any sophisticated tests whether or not this change introduces any game-breaking "side effects" plus I guess there are some good reasons the developers decided to not allow this bribery for the human player... But feel free to hack this restriction -- I'd be interested in your findings .
The other interesting factors are how Vassals and the financial situation affect the probabilities for wars. I don't really know what to think of the HUSP-factor (HighUnitSpendingPercentage). For boxed in unit spammers this should be huge (compact empire = low total expenses). E.g. checking the 990AD save of Sisiutil's ALC24 shows Mehmed with USP = 12/57 = 24% (HUSP = (USP-7)/3 = 5) and 2-city-Pacal with 2/4 = 50% (HUSP = 14) (note: foreign trade is not taken into account!). So they should consider a total war 6 / 15 times as often, but Pacal's power is probably much to low to actually find a valid victim.
It's also interesting how the raiders don't care about the attitude that much (NWR+10), so Boudica will declare at pleased if she is in financial trouble! (Edit: no she won't due to the capping at 99 and her NoWarProb=100)
Strangely enough I always get along with Ragnar.