General
- Fixed merge errors.
- Text fixes.
- All diplomacy opinion weight values have been moved to a new file, DiploOpinionWeights.sql within the Community Patch folder.
These values affect AI opinion scores, and the strength of individual modifiers.
I added every currently used value here, and added some new globals, so all of the modifiers can be customized by players or modders locally without having to rebuild the DLL.
Game Options
- The No Barbarians game option now truly means no Barbarians: they will not spawn from rebellions, advanced spy actions, or events.
Useful for new players struggling with happiness management.
Useful in preventing desyncs in multiplayer.
Updated text to reflect this.
City revolts are not affected by this, only rebel spawning.
- New Random Seed: corrected explanation text.
- Added a new advanced diplo AI option to CoreChanges.sql (Show True Approaches).
Enabling/disabling it is savegame compatible. Disabled by default, since it's a cheat mode.
When enabled, the AI's true approach towards you (including WAR or DECEPTIVE) will be displayed in the list of opinion modifiers, if you mouse over their visible approach.
Enabling this setting also temporarily activates Transparent Diplomacy (even if turned off in game options, and even if the C4DF mod isn't in use).
Additionally, while enabled, AIs that are not at war with you will always share their true approach towards other players, if you ask them.
Intended for debugging and reporting issues: if you don't know whether the AI is secretly plotting against you and/or want to understand their behavior, this is an easy way to check.
- If Show True Approaches is disabled and the AI's visible approach is something other than NEUTRAL, a white explanation message will appear in the opinion table, e.g., FRIENDLY: "They desire friendly relations with our empire."
Should help new players understand the diplomacy mechanics a bit.
Previously these would only appear if the opinion table was empty, and were rarely seen.
The red/green modifier colors were also misleading, since they implied Opinion was being affected.
- Added an advanced option to CoreChanges.sql: If enabled, the white (neutral) modifiers will no longer display a (0) after the text in the opinion table when Transparent Diplomacy is enabled, since these never affect opinion anyway.
This is purely for people who are OCD enough to be bothered by it, and has no other effect. :)
Barbarians
- Rebels that spawn from unhappy civs' cities will be more varied in composition, just to be less boring.
Each unit's type is randomized, rather than all units in a rebellion being of the same type.
While they will still always be land units, the rebels can now be ranged units as well as melee units.
If you have a Unique Unit, spawned rebels have a chance of being your UU. Warmongers, watch out for rebellious Jaguars or Impis!
Deal (Trade) AI
- Fixed some AI trade exploits.
- AI will now charge 200 extra Gold for Open Borders every time you steal one of their cultural artifacts.
- Slight bump to deal value for the AI for the most valuable potential Defensive Pacts.
- AI third party war and peace logic improvements.
A bit less exploitable, and target valuation improved slightly.
AI will never accept peace bribes against players close to victory or that own the AI's original capital/Holy City.
AI will never accept peace bribes if close to Domination Victory.
Peace bribes are more expensive if AI really hates the player they're at war with, or is going for Domination Victory.
Removed check only permitting third party war bribes against AI's major competitors.
AI third party war more likely against players who are about to win the game.
Diplomacy AI
- AI should be significantly less likely to peace out when winning and/or going for world conquest.
- AI will now strategically target players who are unhappy, if they have a way of fairly knowing that information (at war with you, spying on you, you have the worst global approval rating under Demographics).
- AI aggression increased in certain circumstances, particularly against easy targets.
- Doubled opinion penalty for capturing AI's original capital to 160. However, both this penalty and the penalty for capturing their Holy City will be halved if they're your capitulated vassal.
- If you capture an AI's capital and/or Holy City and don't vassalize them, they will be much more likely to declare war on you.
- Approach weight for attacking an AI's protected minors now applies regardless of whether you make any promises.
- AIs that are bankrupt will calculate if going to war with you would cause them to gain GPT (say, because they're paying you hundreds of GPT for a technology you gave them). If it would, they will be significantly more likely to declare war on you to end the debt slavery.
- After the game has been won, AI victory competition penalties will be disabled, since it has been rendered pointless.
- Restored Victory Block approach penalty for Friends, but opinion penalty is still removed (to allow even successful players who behave well a better shot at making friends).
- Substantial changes to GetBestApproachTowardsMajorCiv and DoRelationshipPairing
Increased AI war/hostility weight for border disputes in the early game; increased friendliness weight for far and distant civs
Alliance building and bloc formation matters more in general
AI is better at determining which players are major competitors
If the AI considers you a backstabber, you're hostile to them, or they think you're planning a war with them, they will no longer allow you to move troops near their borders without question if you *only* have a Defensive Pact (Open Borders/DoF
still works normally)
Beginning in the Renaissance Era (Medieval for conquerors), the AI will obtain weight for "strategic diplomacy", i.e. they will choose approaches towards other players based on the victory condition they are aiming to achieve.
As an example, conquerors care more about land disputes, but have an increased tendency to befriend distant civs with strong economies (so they can trade/request help from them).
This will make the AI significantly more competitive.
If the AI has leader traits that lean towards a certain type of victory pursuit, they will get the weight for that condition anyway, even if not actively pursuing it. So, for instance, Siam will always care more about City-State influence
disputes than the average leader because of their bonuses; the Zulus will always care more about land disputes, etc.
Will post the mechanics for this on the wiki once the next version comes out.
Experimental: Three civs (Assyria, the Aztecs, and India) have approach weight added based on their leader's personality, and two of them have unique mechanics.
Let me know what you think about this! (It can be disabled by selecting Random Personalities)
- Ashurbanipal will be more likely to go to war with players that have a tech lead, and more likely to be friendly when ahead in tech. If equal, he's more likely to be neutral.
- Montezuma will always be more likely to go to war than any other civ, all other things equal. However, he now has a special diplomacy trait: he always applies 0 warmonger penalty for declaring war on/capturing cities
from any player other than him, his teammates, or his DPs. NOTE: Only applies if he is an AI; human Montezumas will still get normal anti-warmonger fervor.
- Gandhi will always be more likely to be friendly than any other civ, all other things equal. Just be sure he never gets access to Uranium, or you may be in for a surprise. ;)
- If these are well received, I plan on adding leader personality weight for every civilization.
- Human-only cooldowns for asking the AI for a Declaration of Friendship, coop war, or to share their opinion of another player have all been removed.
You can now ask the AI as many times as you want for any of these, and the AI will perform a new evaluation of its willingness each time you ask.
If you ask the AI what they think of a player they're at war with, they will always answer (not much of a diplomatic secret, is it?)
The button to ask for a Declaration of Friendship should no longer disappear if the AI rejects your request.
If you asked recently and they reject it a second time, they will still use the "we've been over this already" message.
The diplo penalty for being caught plotting against an AI (can happen if the AI chooses to warn the target about your coop war plans) can only be obtained once every 30 turns (per target) to prevent exploits.
- Reduced AI message spam for Open Borders requests.
- Recent assist score ("Your recent diplomatic actions please/disappoint them.") will now decay significantly more quickly. Now takes 50 turns to disappear if you have the maximum bonus/penalty (was a not-so-recent 150).
- You can now gain recent assist bonuses in more ways: ending a DoF with a player through the Discuss menu, denouncing them, or declaring war on them.
You will receive diplo bonuses for ending a DoF or denouncing with civs that really hate the person you denounced
Civs that are at war with the player you DoW'ed will add a diplo bonus if their war is going badly, since your actions supported them. If you denounce them, they will add a bonus even if their war is going well.
If you denounce or declare war on a player other civs view as a backstabber, you will gain diplo bonuses with them.
However, beware! You can also receive recent assist penalties for ending DoFs and denouncing, so it can be a double-edged sword or a bad idea, depending on global politics.
You cannot receive these bonuses if the AI considers you a backstabber, or Unforgivable.
- Small changes to warmongering penalty logic.
If you capture a city from a civilization, any player that is at war with them and has a negative warscore (they're losing against the guy you conquered a city from) will apply 0 warmonger value, since you actually did them a favor.
Change to AI Montezuma's calculation of warmongering penalties (see above).
- Improved AI logic for Declarations of Friendship: should see more of them, and smarter choices.
AI cooldown between DoF offers reduced to 30 turns (was 60).
AI now has a cap on DoFs determined by leader flavors (DoF Willingness flavor) and the number of civs alive, just like with DPs.
AIs that get World Congress votes from having friends will have a higher cap.
The cap can occasionally be exceeded if a civ has a higher DoF value than all of the AI's current and potential friends.
AI will prioritize making DoFs with players that have the highest DoF value, in order from best to worst.
AI will end Declarations of Friendship early if the DoF value for the player falls to -32 or below (32 is needed to make a DoF).
AI more difficult to exploit with DoFs.
- Improved AI logic for Defensive Pacts: should see more of them, and smarter choices.
Fixed bugs in prioritization logic.
AI will offer Defensive Pacts more often in later eras, if they're willing to make one.
AI Defensive Pact cap can occasionally be exceeded if a civ has a higher DP value than all of the AI's current and potential DPs.
AI might backstab players they only have a Defensive Pact with (and not a DoF).
AI more difficult to exploit with DPs.
- Improved AI logic for promises
Anti-frustration feature: AI vassals are now required never to dig in their master's lands for artifacts or convert their master's cities. They will refrain from doing this even without asking them.
AI should be much less exploitable in regards to promises.
AI less likely to make promises if it doesn't serve their strategic interests.
AI less likely to make promises to players they don't like.
AI will not make a promise to stop doing something if you did the same thing to them (for instance, they'll never agree not to spy on you if your spies stole from them), except if AFRAID, or you made a promise to stop and kept it
If you ask the AI to do something (like not settle near you) and they agree, but they then ask you to stop doing that thing and you ignore them or break a promise to stop, this will cancel the AI's promise not to do that thing against you.
- Completed rework for backstabbing penalties; should now be significantly more sensible and dynamic.
Each AI will now evaluate you for trustworthiness, rather than a flat global penalty.
AIs that consider you untrustworthy (i.e. a backstabber) will be extremely reluctant to help you or agree to your requests in any way.
All backstabbing penalties now have a finite duration, and will eventually expire.
Backstabbing penalties are no longer erased when a civilization capitulates to you (they are still cleared by resurrection).
AI must have actually met a betrayed player to apply backstabbing penalties: no more psychic cheating!
Diplo penalty for declaring war on your own vassal ("You declared war on them while they were your vassal!") now fixed to work properly.
If you no longer have an opinion penalty with any (living) civ for breaking a military or City-State conquest promise, the global penalty will also be removed.
Now a three-tier system of penalties.
Lower tier: Ending a Declaration of Friendship early through the Discuss menu. This results in a large, but temporary penalty with the betrayed civ and their friends and teammates. Other civs won't care.
The affected civs will consider you a backstabber, however ending a DoF early does not count as backstabbing for the purposes of the "backstabbing mark" (see below). There is no global opinion penalty.
The diplo malus for ending a DoF early lasts 1.5x the game deal duration (75 turns on standard). It ends early if their Opinion of you is Friend or higher, or if you kill them.
Middle tier: Declaring war on your own vassal and breaking war promises (not to declare war on a civ, not to conquer their protected City-State). These result in a large penalty with the betrayed civ and
their friends and teammates, and they will consider you a backstabber. Other civs won't care if you DoW your vassal, but will usually apply a global opinion penalty for breaking war promises. The diplo malus for
DoW'ing a vassal lasts 3x the game deal duration (150 turns on standard). The diplo malus for breaking war promises lasts 150 turns (shared counter with other broken promises); however, if you kill a player,
the diplo malus for broken war promises with that player will be erased early, since they're no longer around to complain about it.
Higher tier: Denouncing a friend, declaring war on a friend. These result in very large penalties, but only with civilizations that view you as untrustworthy because of it. The betrayed civ and their friends and
teammates will always view you as a backstabber. Other civilizations may also view you as a backstabber based on the circumstances. The diplo malus for denouncing a friend lasts 2x the game deal duration
(100 turns on standard). The diplo malus for declaring war on a friend lasts 3x the game deal duration (150 turns on standard).
Backstabbing penalties are not applied at all if an AI civ views you as trustworthy, but they are increased compared to the vanilla penalties if they don't consider you trustworthy, especially if you betrayed their
friends or teammates by denouncing/DoW'ing them.
If a civ's opinion of you is ALLY and you haven't backstabbed them or their teammates before, they will always consider you trustworthy.
The following actions cause a "backstabbing mark" to be applied to a civ: killing a civ (applies to all players on the killer's team), capturing a civ's original capital, capturing a civ's Holy City,
nuking a civ, breaking a military or City-State conquest promise with them, declaring war on them while they're your vassal, denouncing them while you have a DoF with them, declaring war
on them while you have a DoF with them.
The backstabbing mark is permanent; once you obtain it, it cannot be removed unless you later resurrect the player; however, it is only used to determine whether the civ you "backstabbed" will care about others backstabbing you.
If you backstab someone, anyone who has also backstabbed that civ won't care, and neither will anyone who was backstabbed by that civ (also counts if one of their teammates was backstabbed by that civ). This also applies
to military/City-State conquest promises.
AI civs who consider another civilization Unforgivable will ignore any backstabbing of that civilization; however, beware that their opinion might change!
AI civs that have backstabbed others will be more tolerant of backstabbing.
Miscellaneous
- AI has not been trained to backstab via DoW intelligently yet, so you shouldn't see much DoWing of friends going on, but you should still see the impacts of the rework in other areas
- Removed different majority religion opinion penalty for teammates (not that it matters, but it shouldn't show up in the display)
- Unique opinion modifier text added for:
- Successfully demanding tribute from a vassal
- If you have a warmongering penalty with Montezuma (requires you to DoW/capture a city from him, his teammates or his DPs)
- Something to do with Gandhi :)
- Declaring war on or denouncing a friend resets the counter for both penalties (not possible in normal gameplay, as AI will never befriend backstabbers, but you could use IGE to make yourself a friend and backstab them a second time...I have foreseen this possibility!)
- Obviously, the update will not be savegame compatible. :)