Random personalities

Peachrocks

Too Fast For Blazing
Joined
Jan 8, 2007
Messages
127
Hey guys.

Lately I've been having fun messing with random personalities for the leaders, its good seeing leaders/civs who almost never get anywhere getting somewhere for a change and it makes the game slightly more unpredictable.

My question is, once the game is over I want to know which leader had whose personality, how is this done?

Thanks in advance :).
 
As far as I know, the majority of the information you seek can never be known for sure, unless you have some way to decode the savegame files. But I seem to recall that you can find out a little of it in one of the screens - now that I've bumped, maybe someone with less of a scatter-brain can tell you - or you could keep careful track of what each player does and their reactions to you. :D
 
If you know how to run the game in debug mode and how to open the python console, then it only requires the input of the following (long) line of code:

Code:
[SIZE="3"]for i in range(0,[COLOR="Red"]4[/COLOR]): print gc.getPlayer(i).getName() + " = " + gc.getLeaderHeadInfo(gc.getPlayer(i).getPersonalityType()).getDescription()[/SIZE]

WhoIsWho.jpg


Pay attention to the capitalization and change the 4 according to how many players are in the game.
As you can see, even the human player has a different personality :D.
IDK why the output is always doubled, but I also don't care :).
 
Why is the human even listed? Does it take into account how you play (i doubt it but still)?
 
The human is assigned a personality I bet so that initial reactions can be formed. For instance someone once mentioned that playing as a builder leader, will automatically gain you points with other builder leaders. (This is why sometimes early in the game you can have a "+1 Years of peace have strengthened our relations" But they are annoyed. Yet someone else with the same modifier is cautious.) This is just a guess but I think assigning the player a "personality" basically just gives the AI an automatic attitude towards you that isnt the same across the board. (Although I run into that quite a bit anyways it seems)
 
I wonder if it also assigns the human player a personality so that in a multiplayer game; when a human player leaves it already has a personality to start running in his/her place.
 
Or you can just go to Victory Conditions (F8) click on Settings and under the 'Rivals Met' sections it says their Personalities.

I'm not sure if it works at Random Personalities though...
 
random personality is a lot of fun, i just started a game this sunday and immediately got backstab by Hattie at please :lol: After i beat her stack we agree to a peace treaty and we are right back at +3 "we care for the brother and sister of the same faith" please.
 
You mean to tell me that for once I could see Toku as something other than a grumpy, closed off jerkbag running a small backwater country?? :eek:
 
I've tried Random personalities a few times, and feel that the AI play tends to be less effective. I think it's because the leader traits and personalities tend to go well together. After all, a Monty or Shaka or Alex personality, tied to traits that don't include Aggressive is a pretty sure recipe for failure.
 
I pretty much play only with random personalities anymore for the opposite reason. Because I know how monty's personality or alex's or victoria's plays out, I know how to use and manipulate them and what to expect thus my play gets better. With random personalities, this advantage of mine is gone. I don't think The civ's personalities make a big enough impact on their trait benefits to count as a disadvantage. Aggressive is an exception to the rule but I would not say that the trait becomes worthless but instead worth less playing as a builder. I would say playing a builder Imperialistic person is like a kick in the face. But so long as the computer gets tied up into at least 3 wars that last at least 30 turns (so basically 90 turns of actual warfare - not declare and sit there) throughout the entire game, all is not lost.
But expansive, financial, charismatic, organized, etc. All the non-warmonger (basically agg/imp) traits, the computer will use as good as they would otherwise. But having Ghandi attack you in 3000 BC with a stack of 5 warriors (Happened to me once and almost killed me - but someone else finished what he started and killed me.) is much bigger advantage for the computer to hold over you (element of surprise) than giving Impis or Hoplites +10% strength.

That's just an additional perspective though from the other side of the spectrum. I think that Random Personalities offers a harder approach to diplomacy. With a wild card thrown in sorta.
 
The human is assigned a personality I bet so that initial reactions can be formed. For instance someone once mentioned that playing as a builder leader, will automatically gain you points with other builder leaders. (This is why sometimes early in the game you can have a "+1 Years of peace have strengthened our relations" But they are annoyed. Yet someone else with the same modifier is cautious.) This is just a guess but I think assigning the player a "personality" basically just gives the AI an automatic attitude towards you that isnt the same across the board. (Although I run into that quite a bit anyways it seems)

That's wrong. The AI's don't take stuff like WarmongerRespect, PeaceWeight, etc. when dealing with the player (and it would be foolish for it do so). Different AI's can still have different starting relations with the human because of BaseAttitude.
 
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