Okay thunderbrd I should have the alpha versions done to post them tomorrow. We need to discuss a couple things though...
ibaseattitude - should either go in game strategy, diplomacy or maybe even defined normally on each leaderhead.
VictoryWeights - either as own archetype type or defined by leader
Other major thing is fixing the memories, which I am working on. Also, anyone have any input on adding in new variables based on C2C features? A variable for likeliness to sack cities (like their is for raze city). Contact rands for new diplomacy options that aren't core. Anyone else have any ideas? I guess this would be more Koshling territory to answer since he is AI work right?
ibaseattitude: presuming this is a base setting for diplomacy modifiers towards other civs right? If so, should probably be in diplomacy.
VictoryWeights - As mentioned some tags may have cause to have their own archetype category entirely. However, this seems to me to be something that could work perfectly into the same category as flavors. This way we can ensure that the flavor values the leader plays with do have correlation to the types of victories they seek. How possible do you think it'd be to work this tag's values into that category then?
Without the 'blending' method, we'll need to put some effort into making leader qualities somewhat harmonious with their own goals. (One of the concepts behind the blending was to smooth over incongruous leadership settings.) I recall you mentioned we had a 'game strategy' category... How will this, as a distinct and separate category, work with the Victory Weights and Flavors in a separate category? Will they potentially clash, leading to an ineffective leader, or should they somehow be merged?
As for the last issue, yeah, probably mostly koshling's territory at the moment, but this gives us a much easier way to update with a new variable if we find one would be useful (which I'm sure there could certainly be more depth here for C2C!) I wanted this structure in place so that if I ever considered adding a new leader tag (which in a sense I am - FavoriteTrait & extending Flavor Categories) it'd make updating our leaders MUCH easier!
I'm open to some brainstorming on new leader tags and ways leader personalities can tweak their decision making in general, but it'd come it at fairly low priority for now to act on those as there's a number of pressing goals to attend to.
For one thing, I'd really like to work the AI a bit more on refining and diversifying overall game strategies but that'd take a lot of study of the current code that I have not yet committed to. Just one example: Currently the AI is programmed to plant cities close to neighbors to attempt to hedge them in, but as a player, I don't feel that's always the best decision and should be based on some more personality and evaluation. IF a leader is expansive or organized and tends to be peaceful and possibly protective, then this is a great strategy to hedge in neighbors, spark a fight the opponent started in response and let them walk into your superior defenses. Works to start a war without being the aggressor. But if the opponent civ is far off enough or not able to be hedged in enough or you aren't good with large empires due to your traits, then perhaps just steadily expanding out (which as a player is usually what I do anyhow) is a better method to keep things nice and tight.
The optimal distance between cities is a playstyle choice, the amount of military the AI would want to keep, stack volumes, air or naval reliance, economic development strategies... all these things could be improved to vary based on personalities so that no two leaders try the same strategies and it keeps the player all the more on their toes. When they get predictable is when they get beatable.