Bug & typo fixes
Nerfed trade route plundering opinion penalty (when not at war) to 5/10 for destination civ/TR owner (was 10/20)
Restored Victory Block approach penalties if AI's opinion of you is Friend, but kept opinion penalty removed
(trying to balance the conflicting issues of not making the game too easy VS. permitting the human (and AIs) to be considered a Friend if they deserve it)
Removed dumb and unfun cooldowns on requesting Declarations of Friendship and coop wars (these only applied to human players)
- You can now request a Declaration of Friendship/coop war as many times as you want, the AI will check its willingness every time you ask rather than caching it for 20-30 turns for no good reason
- The DoF button should no longer disappear if the AI rejects your request
- "We've been over this already. The answer is still no." will still appear if you've made the request recently, and the AI has rejected it again
- In the case of coop wars, the AI can only report your coop war request to the target AI once every 30 turns, to prevent exploiting the AI by obtaining infinite diplo penalties
If you extend the game after it's been won, victory competition will be disabled (Victory Dispute/Block penalties and the "desperate aggression boost" are simply pointless and annoying at that point)
Improvements and bugfixes for DoRelationshipPairing
- Alliances/global politics should be more important and noticeable in the AI's decision-making
- AI more likely to make friends with distant players in the Ancient and Classical eras
- AI less likely to make friends with players that have any amount of land dispute penalties in the Ancient and Classical eras
- Removed weight based on the AI's currently pursued victory condition; currently reworking this for smarter decision-making
- AI should be more likely to ask for a Defensive Pact if you aren't a warmonger, and less likely to ask for one if you are (was reversed, probable typo)
- AI will now zero out all DP and DoF weight for players they are currently at war with (allows for more fluid alliances,
because this makes players they're not at war with more valuable choices)
Improvements and bugfixes for Defensive Pact logic
- If the human and an AI have equal DP, DoF, or competitor value, the AI will now always break the tie in favor of the human
(was always the AI instead; this should result in slightly more DoFs, DPs and competition)
- AIs will now add players to the list of civs they want a DP with in order from best to worst choices, rather than by player order
(this is an important change, since the AI has a cap on the number of civs they can want a DP with)
- If the AI doesn't have a DP with the civ who is the best potential DP (including all current DPs), they can now make one with them even if they'd normally be DP capped
- Fixed bug which was giving -7 DP value to the most valuable potential DP player
- AIs will now consider their AI teammates' feelings when making a DP, to avoid screwing each other over
- Deal value to the AI slightly increased for making a DP with the best candidates
- Overall you should see more DPs
- To counterbalance all of this, AIs that only have a DP and not a DoF are now able to backstab (this doesn't mean they will, but they have the ability to if they hate you enough)
AI will now end Declarations of Friendship early if your DoF value with them falls to -32 or lower (you need 32+ value to make a DoF)
- If they consider you a backstabber, it now results in -1000 DoF value, making this guaranteed to happen within a few turns.
Diplo malus if you end a Declaration of Friendship early is now timed, and expires after 75 turns on standard speed instead of being permanent
(it expires early if their opinion of you is Friend or higher)
- During this time, they will not be willing to make Declarations of Friendship with you
- Combined with the change above, should result in more changing of alliances throughout the game
Improvements to AI target valuation
- AI will strategically target players who are unhappy to DoW/conquer
- They will only do this if they have a way of fairly knowing your unhappiness value (i.e. at war, spying on you, or you have the worst global Approval rating under Demographics)
AI now less likely to peace out (or be bribed into making peace) if they're winning, they're going for a Domination Victory, or they really hate you
- They will never accept peace bribes if the player they're at war with currently owns their original capital or Holy City, or is close to winning the game
AIs can now accept third-party war bribes against players who aren't major competitors again
AI third-party war value now halved for DoWing a player close to winning the game; doubled for the other player doing so
AI now has +1000 weight towards the WAR approach if they consider you an easy target, you own their capital, and they aren't your capitulated vassal
AI aggression increased under certain circumstances, particularly if they consider you an easy target