Bugfixes
- Fixed "turns since city capture" mechanic to work properly when considering peace, war score
- Fixed war damage not decaying properly while at war
- Fixed unit valuation issue in war score calculation
- AI no longer psychically detects whether the other player's cities are in danger when evaluating war state/peace willingness (they now need to have visibility of the city OR have revealed the city and have units/visibility nearby)
- Other bugfixes
AI approach prioritization now gives a bonus to the player with the #1 value for that approach, scaling with the number of other players in the game
Improvements to AI peace willingness
- If you have >= 95 warscore, the AI will ignore the requirement to be at war for 10 turns, and will always accept peace if it can
- AIs with the Cult of Personality tenet will now intentionally prolong the war against their highest warscore target, not all players they're at war with (if multiple players are at 100 warscore, the weaker enemy is prioritized)
- Code cleanup
Significant improvements to AI danger/threat evaluations
- AI logic for evaluating war state improved
- AI diplomacy more responsive to war state
- AI is now significantly more aggressive & guarded towards large-scale conquerors throughout the game
- AI desire to attack weak players scales, and factors in current state of relations, AI personality values, level of weakness and level of competition
- Adjusted comparative strength evaluation thresholds ("weak" now 33% up from 25%, "average" now 75-125% instead of 75-100%)
- AI more opportunistic in evaluating player weakness
- When considering whether to declare war, AI now searches for nearby other players who it thinks might dogpile them, assesses their threat level based on current state of relations, proximity,
military strength and # of cities captured, and changes war willingness accordingly
AI approach selection now factors in Social Policy choices
- Authority, Imperialism, Autocracy AIs are all significantly more likely to declare war or be hostile (this was already the case, but intensified)
- Tradition AIs are more aggressive against early game competitors who are weaker than them, more aggressive to Wonder competitors, and more friendly otherwise
- Progress AIs are more reluctant to declare war in the early game, as they focus on building infrastructure
- Fealty AIs are more friendly towards players with shared religion, more aggressive towards players with an opposing religion
- Statecraft AIs are more aggressive towards players who mess with their City-States as well as their top World Congress competitor, and are more friendly otherwise
- Artistry AIs are more aggressive towards players who have cultural influence over them, are stealing artifacts from them, or are competing for Wonders, and are more friendly otherwise (particularly if you build landmarks)
- Industry AIs are more friendly to players they consider strategic trade partners
- Rationalism AIs are more aggressive to technological competitors and more friendly to non-competitors
- All of these changes scale with AI personality, leader traits, and competition status
- Backstabbers receive no positive bonuses from any of this