Sullla's AI Survivor Season Seven - begins today!

Meta question:

If you could craft your own AI leader to put in these games, what AI flavors, Traits, etc. do you give them to optimize their performance?
 
Meta question:

If you could craft your own AI leader to put in these games, what AI flavors, Traits, etc. do you give them to optimize their performance?

Mansa and Hyuana Capac both have 8 1st place wins, so I'd try to combine them picking the best shared traits and adding some other ones.

Financial + Creative
Flavors: Gold (Medium) + Military (Low)
Peace Weight 3?
Unique building - Terrace with +2:culture: (Combined with Creative trait, each city with granary gets 40% city defenses and 2 border pops after 25 turns :))
Unique Unit - Praetorian (Everyone gets 1 Iron eventually it seems. Goes good with 40% city defenses and killing everyone else.)
Religious nut? Sure, attack people who don't like me and don't attack people who do like me sounds like a good way to avoid backstabs. -3 different religion, +5 shared religion

Builds Units 6/10
Builds Wonders 6/10

Nothing consistently blows away all the other AI than a super early culture win.
Conquering the world and building the spaceship can only be done so fast!

This super AI kind of looks like Willem doesn't it?
What's his problem? :lol:
Oh ya, he won't research Rifling for some reason.
 
Among the many AIs I created, the below one almost always spirals into a gigantic civilisation with hundreds upon hundreds of Cavalry/Rifles/something, often (close to being, or) is the tech leader, and all in all is the most competent AI I have seen in Civilization IV (without specific AI enhancements, that is). I have never analysed why that is so, and I have never run conclusive experiments to back up the above subjective observations, but feel free to take a gander:

Code:
        <LeaderHeadInfo>
            <Type>LEADER_KUNDAJV</Type>
            <Description>TXT_KEY_LEADER_KUNDAJV</Description>
            <Civilopedia>TXT_KEY_LEADER_KUNDAJV_PEDIA</Civilopedia>
            <ArtDefineTag>ART_DEF_LEADER_KUNDAJV</ArtDefineTag>
            <iWonderConstructRand>10</iWonderConstructRand>
            <iBaseAttitude>0</iBaseAttitude>
            <iBasePeaceWeight>1</iBasePeaceWeight>
            <iPeaceWeightRand>3</iPeaceWeightRand>
            <iWarmongerRespect>2</iWarmongerRespect>
            <iEspionageWeight>70</iEspionageWeight>
            <iRefuseToTalkWarThreshold>8</iRefuseToTalkWarThreshold>
            <iNoTechTradeThreshold>10</iNoTechTradeThreshold>
            <iTechTradeKnownPercent>30</iTechTradeKnownPercent>
            <iMaxGoldTradePercent>5</iMaxGoldTradePercent>
            <iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
            <!-- BBAI Victory Strategy -->
            <iCultureVictoryWeight>30</iCultureVictoryWeight>
            <iSpaceVictoryWeight>20</iSpaceVictoryWeight>
            <iConquestVictoryWeight>30</iConquestVictoryWeight>
            <iDominationVictoryWeight>50</iDominationVictoryWeight>
            <iDiplomacyVictoryWeight>75</iDiplomacyVictoryWeight>
            <!-- BBAI Victory Strategy -->
            <iMaxWarRand>100</iMaxWarRand>
            <iMaxWarNearbyPowerRatio>90</iMaxWarNearbyPowerRatio>
            <iMaxWarDistantPowerRatio>50</iMaxWarDistantPowerRatio>
            <iMaxWarMinAdjacentLandPercent>1</iMaxWarMinAdjacentLandPercent>
            <iLimitedWarRand>40</iLimitedWarRand>
            <iLimitedWarPowerRatio>130</iLimitedWarPowerRatio>
            <iDogpileWarRand>50</iDogpileWarRand>
            <iMakePeaceRand>80</iMakePeaceRand>
            <iDeclareWarTradeRand>40</iDeclareWarTradeRand>
            <iDemandRebukedSneakProb>20</iDemandRebukedSneakProb>
            <iDemandRebukedWarProb>50</iDemandRebukedWarProb>
            <iRazeCityProb>25</iRazeCityProb>
            <iBuildUnitProb>25</iBuildUnitProb>
            <iBaseAttackOddsChange>0</iBaseAttackOddsChange>
            <iAttackOddsChangeRand>8</iAttackOddsChangeRand>
            <iWorseRankDifferenceAttitudeChange>0</iWorseRankDifferenceAttitudeChange>
            <iBetterRankDifferenceAttitudeChange>1</iBetterRankDifferenceAttitudeChange>
            <iCloseBordersAttitudeChange>-2</iCloseBordersAttitudeChange>
            <iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
            <iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
            <iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
            <iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
            <iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
            <iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
            <iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
            <iSameReligionAttitudeChangeLimit>4</iSameReligionAttitudeChangeLimit>
            <iDifferentReligionAttitudeChange>-1</iDifferentReligionAttitudeChange>
            <iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>
            <iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>
            <iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>
            <iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>
            <iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>
            <iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>
            <iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>
            <iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>
            <iShareWarAttitudeChange>1</iShareWarAttitudeChange>
            <iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>
            <iShareWarAttitudeChangeLimit>4</iShareWarAttitudeChangeLimit>
            <iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
            <iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>
            <iFavoriteCivicAttitudeChangeLimit>6</iFavoriteCivicAttitudeChangeLimit>
            <DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
            <NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
            <TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold>
            <StrategicBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StrategicBonusRefuseAttitudeThreshold>
            <HappinessBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HappinessBonusRefuseAttitudeThreshold>
            <HealthBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HealthBonusRefuseAttitudeThreshold>
            <MapRefuseAttitudeThreshold>ATTITUDE_ANNOYED</MapRefuseAttitudeThreshold>
            <DeclareWarRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarRefuseAttitudeThreshold>
            <DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</DeclareWarThemRefuseAttitudeThreshold>
            <StopTradingRefuseAttitudeThreshold>ATTITUDE_PLEASED</StopTradingRefuseAttitudeThreshold>
            <StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
            <AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
            <ConvertReligionRefuseAttitudeThreshold>ATTITUDE_ANNOYED</ConvertReligionRefuseAttitudeThreshold>
            <OpenBordersRefuseAttitudeThreshold>ATTITUDE_FURIOUS</OpenBordersRefuseAttitudeThreshold>
            <DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
            <PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
            <VassalRefuseAttitudeThreshold>ATTITUDE_FRIENDLY</VassalRefuseAttitudeThreshold>
            <iVassalPowerModifier>0</iVassalPowerModifier>
            <iFreedomAppreciation>10</iFreedomAppreciation>
            <FavoriteCivic>CIVIC_WARRIOR_CASTE</FavoriteCivic>
            <FavoriteReligion>RELIGION_TENGRISM</FavoriteReligion> <!-- Change? -->
            <Traits>
                <Trait>
                    <TraitType>TRAIT_EXPANSIVE</TraitType>
                    <bTrait>1</bTrait>
                </Trait>
                <Trait>
                    <TraitType>TRAIT_ORGANIZED</TraitType>
                    <bTrait>1</bTrait>
                </Trait>
            </Traits>
            <Flavors>
                <Flavor>
                    <FlavorType>FLAVOR_MILITARY</FlavorType>
                    <iFlavor>5</iFlavor>
                </Flavor>
                <Flavor>
                    <FlavorType>FLAVOR_GOLD</FlavorType>
                    <iFlavor>2</iFlavor>
                </Flavor>
            </Flavors>
            <ContactRands>
                <ContactRand>
                    <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
                    <iContactRand>500</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
                    <iContactRand>250</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_JOIN_WAR</ContactType>
                    <iContactRand>10</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_STOP_TRADING</ContactType>
                    <iContactRand>50</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_GIVE_HELP</ContactType>
                    <iContactRand>100</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_ASK_FOR_HELP</ContactType>
                    <iContactRand>100</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
                    <iContactRand>500</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_OPEN_BORDERS</ContactType>
                    <iContactRand>20</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
                    <iContactRand>80</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
                    <iContactRand>80</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_PEACE_TREATY</ContactType>
                    <iContactRand>20</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_TRADE_TECH</ContactType>
                    <iContactRand>5</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_TRADE_BONUS</ContactType>
                    <iContactRand>5</iContactRand>
                </ContactRand>
                <ContactRand>
                    <ContactType>CONTACT_TRADE_MAP</ContactType>
                    <iContactRand>20</iContactRand>
                </ContactRand>
            </ContactRands>
            <ContactDelays>
                <ContactDelay>
                    <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
                    <iContactDelay>50</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
                    <iContactDelay>50</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_JOIN_WAR</ContactType>
                    <iContactDelay>20</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_STOP_TRADING</ContactType>
                    <iContactDelay>20</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_GIVE_HELP</ContactType>
                    <iContactDelay>50</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_ASK_FOR_HELP</ContactType>
                    <iContactDelay>50</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
                    <iContactDelay>50</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_OPEN_BORDERS</ContactType>
                    <iContactDelay>20</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
                    <iContactDelay>20</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
                    <iContactDelay>20</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_PEACE_TREATY</ContactType>
                    <iContactDelay>10</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_TRADE_TECH</ContactType>
                    <iContactDelay>30</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_TRADE_BONUS</ContactType>
                    <iContactDelay>20</iContactDelay>
                </ContactDelay>
                <ContactDelay>
                    <ContactType>CONTACT_TRADE_MAP</ContactType>
                    <iContactDelay>50</iContactDelay>
                </ContactDelay>
            </ContactDelays>
            <MemoryDecays>
                <MemoryDecay>
                    <MemoryType>MEMORY_GIVE_HELP</MemoryType>
                    <iMemoryRand>200</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_REFUSED_HELP</MemoryType>
                    <iMemoryRand>100</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
                    <iMemoryRand>50</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
                    <iMemoryRand>150</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
                    <iMemoryRand>100</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
                    <iMemoryRand>50</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
                    <iMemoryRand>100</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
                    <iMemoryRand>50</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType>
                    <iMemoryRand>150</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
                    <iMemoryRand>100</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
                    <iMemoryRand>100</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
                    <iMemoryRand>50</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType>
                    <iMemoryRand>30</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType>
                    <iMemoryRand>20</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType>
                    <iMemoryRand>10</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
                    <iMemoryRand>100</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType>
                    <iMemoryRand>20</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
                    <iMemoryRand>10</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
                    <iMemoryRand>10</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
                    <iMemoryRand>50</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
                    <iMemoryRand>50</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_INQUISITION</MemoryType>
                    <iMemoryRand>25</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
                    <iMemoryRand>25</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType>
                    <iMemoryRand>50</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_DECLARED_WAR</MemoryType>
                    <iMemoryRand>600</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
                    <iMemoryRand>100</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
                    <iMemoryRand>200</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_NUKED_US</MemoryType>
                    <iMemoryRand>600</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
                    <iMemoryRand>200</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_RAZED_CITY</MemoryType>
                    <iMemoryRand>300</iMemoryRand>
                </MemoryDecay>
                <MemoryDecay>
                    <MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
                    <iMemoryRand>300</iMemoryRand>
                </MemoryDecay>
            </MemoryDecays>
            <MemoryAttitudePercents>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_DECLARED_WAR</MemoryType>
                    <iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
                    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_NUKED_US</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
                    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_RAZED_CITY</MemoryType>
                    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
                    <iMemoryAttitudePercent>-50</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_GIVE_HELP</MemoryType>
                    <iMemoryAttitudePercent>200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_REFUSED_HELP</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
                    <iMemoryAttitudePercent>200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
                    <iMemoryAttitudePercent>200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
                    <iMemoryAttitudePercent>200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
                    <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_STOPPED_TRADING</MemoryType>
                    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType>
                    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_MADE_DEMAND</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
                    <iMemoryAttitudePercent>15</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
                    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
                    <iMemoryAttitudePercent>200</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
                    <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
                    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_LIBERATED_CITIES</MemoryType>
                    <iMemoryAttitudePercent>250</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
                <MemoryAttitudePercent>
                    <MemoryType>MEMORY_INQUISITION</MemoryType>
                    <iMemoryAttitudePercent>-50</iMemoryAttitudePercent>
                </MemoryAttitudePercent>
            </MemoryAttitudePercents>
            <NoWarAttitudeProbs>
                <NoWarAttitudeProb>
                    <AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
                    <iNoWarProb>10</iNoWarProb>
                </NoWarAttitudeProb>
                <NoWarAttitudeProb>
                    <AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
                    <iNoWarProb>50</iNoWarProb>
                </NoWarAttitudeProb>
                <NoWarAttitudeProb>
                    <AttitudeType>ATTITUDE_PLEASED</AttitudeType>
                    <iNoWarProb>90</iNoWarProb>
                </NoWarAttitudeProb>
                <NoWarAttitudeProb>
                    <AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
                    <iNoWarProb>100</iNoWarProb>
                </NoWarAttitudeProb>
            </NoWarAttitudeProbs>
            <UnitAIWeightModifiers>
                <UnitAIWeightModifier>
                    <UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
                    <iWeightModifier>100</iWeightModifier>
                </UnitAIWeightModifier>
                <UnitAIWeightModifier>
                    <UnitAIType>UNITAI_COUNTER</UnitAIType>
                    <iWeightModifier>100</iWeightModifier>
                </UnitAIWeightModifier>
            </UnitAIWeightModifiers>
            <ImprovementWeightModifiers/>
            <DiplomacyIntroMusicPeace>
                <DiploMusicPeaceEra>
                    <EraType>ERA_ANCIENT</EraType>
                </DiploMusicPeaceEra>
                <DiploMusicPeaceEra>
                    <EraType>ERA_CLASSICAL</EraType>
                </DiploMusicPeaceEra>
                <DiploMusicPeaceEra>
                    <EraType>ERA_MEDIEVAL</EraType>
                </DiploMusicPeaceEra>
                <DiploMusicPeaceEra>
                    <EraType>ERA_RENAISSANCE</EraType>
                </DiploMusicPeaceEra>
                <DiploMusicPeaceEra>
                    <EraType>ERA_INDUSTRIAL</EraType>
                </DiploMusicPeaceEra>
                <DiploMusicPeaceEra>
                    <EraType>ERA_MODERN</EraType>
                </DiploMusicPeaceEra>
                <DiploMusicPeaceEra>
                    <EraType>ERA_FUTURE</EraType>
                </DiploMusicPeaceEra>
            </DiplomacyIntroMusicPeace>
            <DiplomacyMusicPeace>
                <DiploMusicPeaceEra>
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This is a great question and with @need my speed's post makes me wonder whether we could do an all-CFC AI Survivor!

If I were combining Mansa Musa and Huayna Capac, I would probably just keep Financial/Spiritual. I also have a soft spot for Philosophical and Organized, as it seems to incentive mass adoption of universities and factories, from what I can tell, and early Education/Assembly Line bodes very well. Imperialistic is a mixed bag, but can lead to mass land grab when it matters most.

The single most influential factor is probably being able to declare at pleased, as it gets the AI out of so many more problems than it gets them into.

I have been most impressed this season by science flavor, somewhat appreciative of culture, gold, growth, production, and military, and just not impressed with religion. I enjoyed observing Joao's AI for Game Four, as he could consistently bulk up into the mid-game and can mount some impressive defenses from the middle. That more or less tells me the AI I would be looking for would progress well while maintaining forces and some appetite for war, be that in flavor or unit/diplo preferences.

I agree that cultural victories can be very early, but I do think domination is competitive in the T250-300 range.

On a side note, I have been wondering about how the AI would fare if you allowed for unrestricted leaders, but it would probably be more fun for us to come up with traits on our own.
 
In response to a query from @NickGabben I reran my tests for the opening rounds on Immortal and Deity. I generated new data for Deity (rather than reusing my own) to standardize the tests based on improvements over the season. While I initially focused on games with Imperialistic AI, it seemed pertinent for trait comparison to include all the leaders. At only 5 runs per map per difficulty, this already took up a fair bit of time, so we will have to settle for now for broad strokes.


We can start with victory distribution, where a broad structure emerged with certain differences (Immortal on left, Deity on right).
Immortal Victories.png
Deity Victories.png

Space and Domination made up the majority of victories, perhaps with less of the former than one would expect. Compared to Deity, Immortal came through with two more Culture and Diplomatic victories apiece at the expense of Domination. From Season 7, I think a figure akin to 5% seems reasonable for a Diplomatic win rate. In Game 6, the Immortal AI came up with three Diplomatic victories--two for Willem, one for Darius. That probably skewed results a little. As for wars, there was little difference in the average and median (both between eleven twelve) but Immortal had a higher variance. My anecdotal observation here is that the Immortal AI struggle more to effect decisive military campaigns to resolve late-game tensions, and so end up generating high war counts.


It pretty much follows that Immortal would feature longer games than Deity.
Turns Immortal.png
Turns Deity.png

Notably, where the average and median for Deity coalesced at T320, for Immortal the average and the median never quite met up, T362 and T349 respectively. Here again, Immortal featured higher variance, with seven games going past T400. As far as turn and war count go, it seems safe to say that the picking contest for Deity is more predictable. Where a Deity AI has the chance to win before T300 but doesn't, that's groan-inducing enough on its own, but the Immortal AI had only two victories under T300 despite numerous opportunities. In Game 5, for instance (not to overly delve into the details), it was not uncommon to see Asoka or Roosevelt's capitals in the late-game with 90-100k culture while their second and third cities were under 5k. Anecdotally, it seems that Deity is more competitive with regard to victory.


Traits were interesting to watch over the course of the tests, as they frequently changed in rank and comparison between Immortal and Deity. That said, it seemed necessary to rerun the whole opening round to get around some of the factors like which AI perform best/worst for each difficulty, which positions are strongest, and so on. Below, the traits are ordered by greatest advantage for Deity on the left to greatest advantage for Immortal on the right, calculated by dividing their difference by the geometric mean.
Traits.png

Deity clearly favored Creative and Financial (ack--Willem!) while Immortal clearly favored Philosophical and Imperialistic. The reasons for these discrepancies are not entirely obvious based on my own observations. On Immortal, the AI only start with one settler (imagine that, mere humans), and they are more likely to have a holy city capital in the first forty turns. This means Creative and Imperialistic (more the former than the latter) are powerful for increasing their footprint. On Deity, the early holy cities are almost always second cities, so the AI can carve out more tiles in the opening turns of the game when it matters most, especially if one settle cuts off another. Financial almost comically proved middling for both difficulties, but was stronger on Deity. I suspect the difference in bonuses has something to do with the economic traits. The success of Philosophical for Immortal I can only explain by saying the leaders who did well on Immortal just were not on the radar for Deity. An example of this was Game Four, where Immortal favored Peter but Deity favored Gilgamesh...

More tests would be needed to draw a clearer distinction between the two difficulty levels. Thrasybulos' own project shows the complexity of determining AI performance. Anyhow, hopefully these results will be enough to satisfy general curiosity, and we can all return to Deity-exclusive tests :lol:
 
For sure, the T400+ games are slower and slower as they continue, and Immortal features more of them. That said, perhaps comparing AI performance on different difficulties can help with understanding trait performance at Deity, or the effects of bonuses, for instance.

Of course, Immortal has even more laugh out loud moments than Deity where I find myself remembering the things I had trouble with when first playing Civ IV years ago :lol:
 
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