Random personalities?

tsf4

Warlord
Joined
Aug 9, 2012
Messages
186
Are there random personalities? Kinda would be sad if not, I like the randomness of each leader potentially having different agendas and game focus.
 
the leaders have one fixed agenda and two random agendas, they have no personality beyond that
That is not entirely true. Leaders also have AiLists that (to some extent) govern their behavior which can be considered part of their “personality”. E.g. some leaders are given an aggressive trait and it influences their diplo behavior. Some have favorite resolutions, alliances, etc.
 
Isn't that just how the AI pursue their agendas?
It depends if a dev actually coded that. Usually not but there are few exceptions.
Agendas mostly just influence diplo. If you fulfill its criteria then you get a positive diplo modifier, and vice versa.
 
the leaders have one fixed agenda and two random agendas, they have no personality beyond that

I'm at the forefront of complaining that the AI has no personality in Civ VI, but what I mean by that is that a given civ/leader has no predictable pattern of behaviour between games, not that all civs necessarily behave identically at all times (agendas don't really count - AIs can complain about the same thing game after game without that actually affecting how they play).

There is some randomisation of personality traits such as aggression, Wonder-hoarding, victory preference, religious focus and so forth which has no relation to agendas (even if a civ has a wonder-hoarding agenda, for instance, it's no more likely to build wonders than any other). The problem is that any civ seems to have a roughly equal probability to display any of these traits (in the game I've just started I've been rushed by a horde of Australian warriors, for instance).

As Infixo says, there is a set of variables in the code which are supposed to modify the chances that a civ will exhibit some of these traits (so, for instance, Qin ought to focus on Wonders more than Shaka). As far as my experience suggests, these are however not expressed during gameplay - I expect the strength of the modifiers is too low in all but the most extreme cases (such as minimum aggression for Gandhi and Poundmaker, who will never declare war without being asked to) to result in reliable personalities being expressed.

In short, the game coding suggests that personalities are intended to exist, but for whatever reason in practice they don't.
 
(…) In short, the game coding suggests that personalities are intended to exist, but for whatever reason in practice they don't.

That's really a loss, I think - strategy games with clearly shaped AI personalities like MoO2 or Alpha Centauri offer both a special atmosphere and a more varied gameplay experience.
 
That's really a loss, I think - strategy games with clearly shaped AI personalities like MoO2

MoO2's personality system was also great because it was semi-randomized and it spiced up every game. If the Psilond spawned as their usual Pacifistic selves, no problem. Erratic Psilons could fizzle out immediately.

But honorable Psilons? You were in for a world of pain, especially if they drew Expansionist as their designated strategy.

Though the music also did a great deal in reinforcing the character of each race. From the first note you could tell the Bulrathi are brutish, the Sakkra are aggressive and the Humans are schmoozers by nature.
 
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