More insight into AI relations

whyidie

Emperor
Joined
Dec 10, 2003
Messages
1,187
I may be one of the few people who doesn't think AI diplomacy is completely terrible. As I've come to understand it, I've come to appreciate it more.

In terms of improvements, I'd love to be able to see what the AI is getting up to with each other. I don't want to know exactly how they feel about each other or exactly why they hate me. I don't want the answers, just give me more pieces of the puzzle.

This would help even more with the "AI is erratic" complaints. I'm not expecting everything to make sense, still want the occasional lunatic AI, but give us more to work with. Denouncements and DOF are the results, I want to understand the causes more.....so I can influence or at the very least understand the results.

Couple of things that come to mind :

Which AIs are active trading partners (I'm assuming they actually trade with each other) ?

Who has open borders with who ?

Who is "happily" sharing religions ?

Who has CS trade routes ?

Yes, I can find some of this information by digging, but I think it would be better to consolidate it on one of the diplomacy screens.


With World Congress resolutions like banning trade with certain civs or city states, this type of information becomes even more important. At least in theory.


WC resolutions, lifted from this thread.
Spoiler :
All 18 Resolutions
1. World Leader (Diplomatic Victory with 2/3 majority)
2. Elect Chairman (Who gets double vote?)
3. City State Ban (City State X cannot be a partner in international trade routes anymore)
4. Trade Embargo against Player X
5. Ban Luxury resource X (Players won't get happiness from that luxury anymore)
6. Tax on standing armies
7. Scholars Circle (Members research techs 20% faster, if another member already researched it before)
8. World Fair (Every Civ contributes to this project for a couple of turns. The 3 main contributors get a bonus)
9. World Games (see above)
10. International Space Station (see above)
11. Cultural Heritage Site (Each wonder yields +3 culture)
12. Nature Cultural Site (Each worked natural wonder yields +5 culture)
13. Nuclear Containment (No nation is allowed to build atomic bombs (existent ones stay ready for use)
14. World Religion (The civ which has the most city of this religion gets 2 additional votes and this religion speads faster and the holy city generates plus 50% tourism)
15. World Ideology (+ 2 seats in the world congress for nations with this ideology)
16. Art Funding (Great Writers, Musicians and Artists get +33 % tourism, Great scientists, engineers, and merchants get -33 % of what they do.)
17. Science funding (The opposite of Art Funding)
18. Historical monuments (Each Great Persons Monument yields +2 culture, Historical monuments yield +4 culture (if worked).
 
Try infoAddict :)

This mod do the work that the devs should obviously have done, such has access to diplomacy screen from leader screen, graphs and better data than the demography, and most importantly the diplomacy wheel.

It was in IV and it was great. Before this mod I used pens and paper to draw one.
 
Try infoAddict :)

This mod do the work that the devs should obviously have done, such has access to diplomacy screen from leader screen, graphs and better data than the demography, and most importantly the diplomacy wheel.

It was in IV and it was great. Before this mod I used pens and paper to draw one.

Thanks! I had no idea about this mod and subscribed immediately!
 
I think what is lacking is lack of good positive modifiers, I think there should be small but effective bonuses such as

1. We haven't gone in war in a very long time
2. We believe in a common religion
3. We have opened our borders

etc.
 
I think what is lacking is lack of good positive modifiers, I think there should be small but effective bonuses such as

1. We haven't gone in war in a very long time
2. We believe in a common religion
3. We have opened our borders

etc.
Common religion is already there, and I assume the lack of the other two is a deliberate choice.
 
Common religion is already there, and I assume the lack of the other two is a deliberate choice.

WEll... yes, it's "there" but not entirely.

1. Common Religion as in 3 civs are playing the game, Say, India, Byzantium and England

Byzantium finds Christianity

Byzantium spreads all over the world to India and England.

India and England now have a common religion, thus giving them a positive modifier.

Is that in? I play on Warlord and I always have my own religion so I wouldn't entirely know.
 
WEll... yes, it's "there" but not entirely.

1. Common Religion as in 3 civs are playing the game, Say, India, Byzantium and England

Byzantium finds Christianity

Byzantium spreads all over the world to India and England.

India and England now have a common religion, thus giving them a positive modifier.

Is that in? I play on Warlord and I always have my own religion so I wouldn't entirely know.

I'm not sure if it is in regular games, but I recall that in the Into The Renaissance scenario, while playing as France, all of the Catholic countries had a positive diplomatic modifier with each other for sharing Catholicism.
 
I'm not sure if it is in regular games, but I recall that in the Into The Renaissance scenario, while playing as France, all of the Catholic countries had a positive diplomatic modifier with each other for sharing Catholicism.

But that's a special case that isn't really.. hmm how to say it.. it doesn't count.
 
I think the bonus is there if you both have the same religion a majority in a majority of your cities.
 
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