Less Psychotic AI Relations Module

Iceciro

Special Ability: Decimate
Joined
Jul 12, 2006
Messages
1,944
Location
in ur empire, takin ur cities
(While I have a thread for my modules, this one is my real baby and the one I expect to see the most discussion on, so I wanted to keep it seperate.)

Welcome to Less Psychotic AI Relations!
This module was spawned from discussions I'd had with my playtesters about the difficulty in having AIs that reacted to your actions instead of randomly declaring war on you. This is what, I felt, made it difficult to play a peaceful game. So I took it upon myself to learn just what makes the AI tick - in particular, why it declares war and what variables control it.

I was surprised to find out some rather interesting things - mostly, that the AIs in Fall (much like the AIs in Civ) are coded to like to declare war. A lot. And also, that there were hidden modifiers that would apply from AI to AI, making them treat computer players differently than humans! This was quickly excised from the code for the Less Psychotic code - no more will you be a civs worst enemy purely because you are a human!

Another example was that the Elohim had the exact same chance to declare war on a nation already at war (we'll call this a Dogpile war, for the sake of what it reads in the code) as the BANNOR. The peace-loving elohim were rather apt to jump on you in the middle of another war, rather dishonorable if you ask me - that went out the window. AIs in general are less likely to declare war on you for no reason. This applies more heavily to peace loving civs like the Dural and the Elohim, and far less to the Doviello - who are still relatively psychotic. It also varies from leader to leader, even within the same civ.

But no wars would be boring! Perhaps, but the state of constant war is a drain on the resources of both AIs and players - and one players are better able to take advantage of. The Less Psychotic AIs have time to build up stacks and respond in true force, sending stacks on multiple fronts to your doorstep when you overstep your boundaries. Rather than rely on a simple random number generator that tells the AIs to war now, and often, the AIs will first begin to pressure the neighbors they are unhappy with, for tribute. Much more often than they used to. Giving up tribute will make them think slightly better of you and stave off a war - after all, you are being useful - while refusal will generally start a downward spiral where you will either find yourself on the end of enemy stacks, or pressured for bigger tribute... which could lead to the stacks at your door. As stated above, this varies from leader to leader - while Falamar will generally make demands and war if you refuse them, Hannah is as unpredictable as the Sea itself, and you may find yourself facing Lanun warships in a sudden bout of her rage. The barbarian and warlike civs are obviously, more likely to declare war - and as Keelyn is a spoiled brat, refusing her demands is especially dangerous!

Each leader takes its own specific modifiers into account for relations, and relations lead to demands which lead to war. For example, Sabatheil cares more about your religion than Capria does, but both are more respecting of a shared war than the Elohim. The Scions of Patria in general appreciate Open Borders more than other races, thanks to the bonus it provides them in creating Reborn, while the Clan both care less about open borders, and more about how much your borders squeeze the expansion of the Orcish hordes.

Another thing is that years of peace add up between both players and AIs, and you will find yourself facing blocks of old friends should you decide to declare war on a neighbor. In many cases this can lead to sudden relations breakdowns, and becoming a Germany-like warmonger may find you on the end of a sudden group of allies dedicated to putting you in your place! It is also more hazardous to be the only nation of a certain religion in a location, or avoid joining the Overcouncil.

This brings about another dynamic - World Wars. While the crazy AIs would find groups in conflict with each other, the relations of Less Psychotic AIs often mean that two blocks of friends end up squaring off, as relations suddenly deterioriate between those who declared war on old friends. As AIs seek to defend their friends from agressors and rack up penalties with the friends of those AIs, instead of falling into mindless wars, often two strong groups of AIs will stare each other down, leading to bigger, more impressive wars between sides (especially down good/evil/neutral lines) and less of many unaligned nations dogpiling a smaller one looking to carve up pieces for themselves like rabid dogs rather than civilizations.

Lastly, this means that a player can, through gifts, trade, and proper attitudes, form up with AIs who will stay true, rather than suddenly reversing stride and pouncing. Accruing penalties from trading with war enemies and lack of help prevent a player from being best friends with the whole world, however - try to please everyone, and you will fail, horrifically!

Less Psychotic AI Relations is in a constant state of development flux - as I find things I can do to make the AIs act more like nations and less like frothing madmen waiting at your gate to pounce. Questions, comments, and concerns are welcome, but most of all, please pick up the module and play! And I hope you enjoy it.

Download it here! MPAI Version 1: http://www.mediafire.com/?nayjzv4myyq

Install instructions: It's just a module - put it into your Fall Further 051/Assets/Modules/NormalModules/ folder. If for some reason you think I've horribly broken your civ after a game or two, first, post here explaining why! Then, delete the MPAI folder.

(Sadly, this module does NOT make the AI any better at the mechanics of war like building stacks and attacking cities specifically, but the time spent in peace should make them slightly more impressive in numbers and empire size.)

Special thanks go out to the unsung heroes of my modules: my testing team, as always, but especially for this one as it took many long hours and games: Inquizitor, Ascadia, Pratz Strike, Minimal Rose, K.
 
FAQ:

Q: Why is it called Less Psychotic AI Relations, but the module is called MPAI?
A: It's still named after the original plan, More Peaceful AI - though it has become sooo much more dynamic than that.

An Example of How Things Work: Because I'm a nice guy.
Cassiel, of the Grigori.
Firstly, Cassiel, being a pragmatic sort, values peace aout as much as most civs, giving him a maximum of +7 for YEARS of sustained peace. While this is a huge modifier, I have a current game going where I've known Cassi for about 150ish turns, and that's grown to a +4 bonus. It takes time for AtPeace relations to build, and only a moment to strip them away.

Being Agnostic, Cassiel has no modifiers for religion, but for other leaders this can vary widely, from a paltry -4/+4 to -7/+7. Spiritual leaders tend to take it harder when you're following a different religion than do leaders like Danmos or Enion.

Cassiel worries about the well-being of his people and thus appreciates trade - this can build to a +3 given enough time.

Cassiel's favorite civic is pacifism, and this can build to his largest bonus, +8 - because a Pacifistic civ next door is less likely to be a threat than one running Conquest.
Cassiel also has a +3 maximum for sharing a war, to help emphasis camaraderie and prevent allies from turning on each other by random rolls mid-war.

At any point where his attitude is cautious or below (most likely with Cassiel due to you not being Neutral, and not doing anything beneficial for his nation like trade) he can demand tribute from you, in the form of techs, money, you name it. While coughing this up will keep you at soft relations, not doing so will first run you through a check as you disobey - Cassiel is calmer than most leaders, but you still have a 15% chance he will decide to prepare for war then and there. (None of the AIs will trigger the type of war they can in standard Fall where they just bum-rush you with spare units - they will wait, build an army, and declare with something that's not their leftover scouts.) This will also give you negative relations with him, meaning you have further to dig your way out before he'll stop bothering you.

The tribute chance ranges from 10% (Enion and Ethne only, I believe) all the way to 60% for the spoiled brat Keelyn. More militaristic civs are on the high end, calmer ones are on the low end, but it basically works out so that as long as you remain useful, feeding them techs, they will not declare war on you (though this doesn't apply to the Clan, Doviello, Illians, and civs of that vein) but should you refuse a demand, perhaps for a high tech like Currency? they will firstly think less of you, and depending on the civ, may decide you've outlived your usefulness then and there.

This makes me feel like they are more organic, with all of the civs putting the needs of their civilization first, before randomly declaring war all over the place. The time limit they must wait to ask for tribute is less than the amount of time they will remember you denying it, so you can quickly build up heavy bonuses by refusing tribute. The AIs also take it far harder when you tell them off, whether for help or to stop trading with a worst enemy. This prevents you from being everyone's best friend. I can speak personally of a rather landslide event where I harassed and denied Kandros Fir things until he declared war on me - the declare caused a precipitous drop in relations with other AIs, who soon joined me. This feels far better than waking up and discovering your old buddy Arendel has declared war due to a random number generator deciding it was time.
 
better to use the downloads database, than mediafire, I think.

Also, we need more info! maybe a summary of how each individual leader has been changed.
 
Wow! Great job, Iceciro!

1) Is this compatable with Fall Further Plus? (And as a result, Fallen Ages)

2) Is this compatable with all of your other Modular Mods?

3) I really love your Modular Mods! What a great idea, they can be used by Fall Further, Fall Further Plus, Orbis (Soon, I think), LENA (Same as Orbis) and Fallen Ages!

x
 
1) Should be, unless Fall plus makes changes to the leaderhead files (it just adds to the civ files so those should be fine.)
2) Is, but I need to get the MoarLeaders and FlatLead versions that have the LessPsychotic changes added in so the new leaders also behave correctly.
3) I know. Also, I am awesome. :D

Also, we need more info! maybe a summary of how each individual leader has been changed.
Basically, they should behave more like their pedia entries and traits would lead you to believe they would, but I can get a spoiler for relations up... eventually. (That's far less fun sounding!)
 
Also, we need more info! maybe a summary of how each individual leader has been changed.

Isn't that sort of a cheat sheet?

In Civ you never got a list of changes, just a general "Peaceful, Aggressive" type thing, and even those proved false a lot of times... Ghandi being the warmongering *Bleep* that he was.

What an AI likes/dislikes is not subtle, you will very quickly see via in game diplomacy with them what they like and dislike and how to work with them, or against them.
 
1) Should be, unless Fall plus makes changes to the leaderhead files (it just adds to the civ files so those should be fine.)
2) Is, but I need to get the MoarLeaders and FlatLead versions that have the LessPsychotic changes added in so the new leaders also behave correctly.
3) I know. Also, I am awesome. :D


Basically, they should behave more like their pedia entries and traits would lead you to believe they would, but I can get a spoiler for relations up... eventually. (That's far less fun sounding!)

Actually... I don't know that it will be. There were a few leaderheads that I changed... I'll download and compare. That said, this is awesome!

I've been meaning to go through all of the leaders myself, but kept putting it off as it's a pain in the ass. :lol: Now I just have to do it for all of the Minor leaders/new civ leaders.... :cry:
 
I've been meaning to go through all of the leaders myself, but kept putting it off as it's a pain in the ass. :lol: Now I just have to do it for all of the Minor leaders/new civ leaders.... :cry:

It took me TWO FULL DAYS to get to do this because I kept getting sidelined, because the actual coding for it was boring as hell. Then it had to be playtested, a lot.
 
Trust me, I feel you on that. Between the existing leaders and the ones in MoarLead and FlatLead, I've worked through about half that and it's mind numbing. But let me say - seeing it in action is worth it.
 
Huh. Iceciro, you certainly made a good job but I don't want to read your big text. Can you tell me quickly and for-modder-ly what you did exactly? Like, you tweaked the first part of a leaderhead entry? Did you tweak the Contact and Memory settings too?
 
TLDR: Contact, leaderhead, warrand, memory, everything relating to relations and why they might try to bash you over the head or bash someone else on the head for wardecking you.
 
Dang. You did the exact same work I'm doing for Orbis.

It's good, really, congrats! But I'm now left without energy to resume my work, since you already did it.
 
For FFPlus users: The MPAI Module DOES conflict slightly. You can go ahead and use it with just minor issues (Some traits won't be correct) or you can wait for the next version which will have it merged in.

Enjoy working the code up for the 50 leaders of yours I haven't added in, otherwise your leaders will look like raving psychopaths, which really only works for Duin Halfmorn.
 
hmmm.... is this really just an 19k download? it kept ending so fast I wasn't sure the down load was working at all.
 
This certainly sounds interesting. I had given up on FF and FF+ lately simply due to the poor AI (and I never have like playing on difficulty levels where the AI gets absurd bonuses).

But with this, and the upcoming AI tweaks that will be merged into the next FfH patch (which I assume will trickle down to these modmods) we might be looking at a whole new game!
 
hmmm.... is this really just an 19k download? it kept ending so fast I wasn't sure the down load was working at all.

Its pretty much a bunch of texts, so I don't see a problem with it.
 
This won't make them smarter per se, in the realm of beating you, but it will make them act like they're part of the world as opposed to just rabidly attacking you, where the game becomes "hold them off till my armies huge enough to solve all the problems, then win domination victory, then eat sammich." I had to actually go for a non-military victory (and anyone that knows me knows how anathema that is to me) because the AIs all around me were pretty much in alliance against me and there was no way I was solvin' that problem, if you get my drift.
 
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