jma22tb
Prince
Update:
* After the brief inclusion into the CBP, the feedback received indicated that there were some issues with this system. I have made quite a few changes to the system so that the AI will be a lot more viable economically than it was when it went live.
* The biggest problems I saw from people's responses were that the AI invested too much into their military vs. their economy and not aggressive enough when they had a military advantage, so this was the main thing I addressed.
* The Top Tier in flavors used to be military flavors and victory types, but now the military has dropped below economic concerns. This will make the Ancient and Classical period a bit "slower" but will have the AI in better control of their happiness, GNP, and Net Gold. Aggressive civs are also prioritizing war higher than any other approach so they will immediately take advantage of a superior situation.
* Another problem was CEP's arrangement of civs' AI and how it doesn't mix with CBP. I tried to get feedback from the community, got a little, and decided with this revamp to move quite a few civs around into more historically appropriate archetypes.
* I am not changing the "extremity" of the flavors because three victory types as a foundation is more than flexible enough for effective competition. If the AI tries to pursue all 4 victories, then that's a lot more risk-reward than it can handle.
Update 06/02
* I added Production to the top tier and changed both the Leader flavors and Personalities
* Now there's 4 tiers which will be explained below
* The result should be that the AI will have a much better production output, expand and grow population as a high priority, and share priorities between workers, military units, and city defense at the 3rd tier. This has the AI building military power, but not in a way that cripples them based on two FireTuner tests.
Update 06/05
* This is probably the most polished release to date, based on Deity difficulty testing and taking some risks that paid off.
* The biggest changes are the AI being relentless with expansion and for all 4 archetypes to have the capacity to go to war. Federalists are a bit more aggressive, but still like Friendship and Rainbows better. If they really hate rivals they feel they're stronger than, they won't pass up the chance to "slay the tyrant" anymore.
* The AI is very likely to take policies that are relevant to their Grand Strategy. Switching the flavor identified with Conquest to Nuke will let everyone value Military Training the same way.
Hotfix: I goofed and forgot Nuke was deleted from policy flavors. I replaced it with Use_Nuke.
06/09 Tensions Rise (hopefully)
* Made a lot of changes to the AI Personalities to ramp up aggression, based on information about AI personality flavors that suggest this system isn't as optimized as it can be.
* Hotfix: changed the range of all policy, personalities, and leader flavors to be between 0 and 8. The only 0 flavors are tied to victories the archetype doesn't want anything to do with.
* Hotfix 2: got rid of 0 values and replaced them with 1
06/13 UA Based Flavor Adaptations and Reverts
* I adjusted Wonder Competitiveness to 4 on Imperialists and Hegemony except for Egypt, who will want them because it's their UA. Hopefully reduces the Wonder Spam.
* I changed the base flavors file to the one released in 6/12 and made a change to decrease all flavors by 1 except the non-victory flavor to make room for the next change without making any double digit flavors.
* I added civ specific priority flavors to more greatly emphasize the general themes of the civs. The intent is for these civs to guarantee taking policies they most benefit from. They are allocated as follows:
* Diplomacy means they will definitely take Patronage in accordance to their UA focus on diplomacy.
* Spaceship means they'll definitely take Rationalism to cash in on their scientific prowess
* Religion means they'll take Piety because they most benefit from maximizing their religion and faith
* Use_Nuke means they'll take Might and Imperialism as a priority because they're more militaristic than not.
* Archaeology means they'll take Tradition for more Tourism, Golden Age length, and Great People, which all 3 benefit from. They'll also take Aesthetics, which gives them a Golden Age and enhances cultural great people, which all fit in their archetype
* Any Civs not included can do whatever they want within their archetype's choices and be able to be effective
How to Install
Policy Flavors XML goes in BalanceChanges > Policies > Flavors folder
Leader Flavors SQL goes in the AI > Flavors folder
Personalities SQL goes in the AI > Diplomacy folder
Grand Strategies XML goes in the AI folder
I run this project alongside these changes because they allocate flavors to buildings, specialists, and many other elements of Civ 5 in a way that more effectively makes these "brain level" civ priorities happen.
http://forums.civfanatics.com/showthread.php?t=548118
Introduction
These are the four archetypes that were changed from the CEP to what is being tested.
* Conquerors previously were entirely oriented around war, but without much in the way of economic priorities, culture, etc. That made them pretty ineffective.
* Coalition previously was about diplomacy and conquering rivals, which was a lot better than Conquerors at doing what Conquerors were supposed to be good at.
* Diplomats were pacifists who built tall and focused on diplomacy and wonders. They were pretty strong if left alone but easily conquered
* Expansionists just built as wide as possible, stayed out of everyone's business, and tried to focus on science. They were decent, but BNW made wide > science a little less viable.
These were all subpar at accomplishing what could be done with the XML priorities, which is what this project is about. Getting the most out of the AI's systems of priorities so they remain competitive throughout the game and require more from the player to stop them. They were changed in the following ways.
Conqueror -> Nationalist
Coalition -> Imperialist
Diplomat -> Federalist
Expansionist -> Hegemony
Nationalist = Domination, Cultural, Scientific victory types, foregoing Diplomacy. They are mean, xenophobic, but if they pick up steam they have an elite war machine. They will still build Chanceries, Wire Service, etc. but Paper is more like Toilet Paper to them than anything else.
Imperialist = Domination, Scientific, Diplomatic victory types, foregoing Cultural. They are almost always going to be "Friendly" to you, but they're lying. They are a people who focus on everything practical and leave the frivolous artistry to their future territories. They will still build up culture, but they won't try to maximize their Tourism or spam archaeologists.
Hegemony = Cultural, Domination, Diplomatic victory types, foregoing Scientific. They see themselves as the predestined leader of the world, seeking to eliminate all other civilizations to unite the world at their feet. They will still build scientific infrastructure, they just abandon the desire to build a Spaceship. They like Earth - they want to rule it and worry about a space empire later.
Federalist = Cultural, Scientific, Diplomatic victory types, foregoing Domination. They carry themselves the most dignified of the four, but are not naive enough to believe that the world will just go the way they want it to without fighting for their vision. They will fight those they feel are tyrants and may take a capital or two. They'll never try to take all of them though - they believe that is just wrong.
Major Changes
Flavors
Tier 1
Expansion
This is a gameplay driven decision. The AI needs to be encouraged to settle more cities because the wide approach is what wins in CBP. The player will need to take this into account and plan accordingly because 12 developed cities are going to be a lot stronger than 4.
Policy Flavors and Production are Tier 2
* Religion (Piety)
* Gold (Industry, Liberty) and Trade Routes
* Diplomacy (Patronage)
* Nuke (Might, Imperialism)
* Spaceship (Rationalism)
* Archaeology (Aesthetics)
* Production (very important yield in CBP)
These, in combination with Policy Flavors, determine the policy direction the AI will take. These will likely change every game - a Nationalist might take Liberty, Piety, Rationalism, Imperialism one game, and Might, Aesthetics, Piety, and Industry the next. Production is also very important because it makes everything work better in CBP - buildings, Wonders, units, diplomacy, trade route units, etc.
Population, Science, and Culture at Tier 3
Culture
Science
Espionage
Naval Growth
Growth
The importance of a large population in CBP is also quite important, but not as important as having plenty of cities to build upon. That said, once the AI has a good foundation, now they'll seek to optimize their Policy progression, Tech progression, and to have as many people as their cities can support.
Tier 3
Primary Military Unit Flavors (Ranged, Mobile, Offense, Navy, Air)
City Defense
Tile Improvement
Infrastructure & Water Connection
Military Training
This tier splits the AI priorities between improving their economy and building up forces to go to war with. Despite being Tier 3, this is important because the AI needs to have as many production centers as possible and a steady progression of the fundamentals before they start cranking out military units and flooding the map with units. If they don't, an old iteration's problem of bankrupt One City Civs will return.
Tier 4
Everything Else
Victory they don't go for
The situational units and largely arbitrary flavors are in this area mainly because of their redundance. For example, Artists, Writers, etc have Culture tied to them, which is already a high priority so why would Great People need to be there? Happiness is also redundant since the above flavors already address each of the Unhappiness causes in CBP's system.
Diplomacy & Personality
The old system was based on warmonger hate and minor civ competitiveness to differentiate personalities, but since all four archetypes are more aggressive I wanted how they forgive war to be the method the 3 diplomatic civs are differentiated in the SQL.
Imperialist = High Forgiveness
Federalist = Medium Forgiveness
Hegemony = Low Forgiveness
Major and Minor Civ Approaches
This is how each group handles CS and rivals.
Nationalist
Major - War, Guarded, Hostile
Minor - Bully, Conquest
Nationalists really don't like anyone but themselves and make no attempts to hide it. They want your land, your women, your cities, and don't give a crap if you like it or not. They also despise city-states, which to them are just mercenary peoples who have no concept of dignity or loyalty. They want to force them to pay tribute before eventually conquering them.
The historical motivations for this archetype was the Chinese consolidation of the 3 kingdoms and subsequent centralized rule, the Mesopatamian powers which were highly centralized, cultures that are highly unique and expressed themselves through military power like the Russians and Vikings, and the modern nationalist movements that took root in Germany, Italy, Spain, and Argentina in the mid 20th century.
Imperialist
Major - Deceptive, War, Friendly
Minor - Friendly, Conquest
These guys will almost always have "Friendly" on their attitude but that is just a front. They are conquerors at heart, but choose to be more unpredictable about it. They don't care about silly things like "honor" and "loyalty" because objectively speaking as soon as an opportunity to become stronger is presented it's dumb to them not to take it, no matter the emotions in response. They see CS in a unique way - they prefer an alliance but if the CS is uncooperative they will conquer them. Either way they get what they want and deny others their prize.
The historical motivation for Imperialists was primarily the Roman Empire's style of rule. It can be said accurately that everyone who has tried to aspire to empire since then has done so in an attempt to recreate the success the Romans had. If Rome needed to straighten out rebellion among a lesser state they sent the legions, but if they behaved they wouldn't bother them. There were serious power struggles as well, and the Roman political class made for the stuff of Game of Thrones x 10 level intrigue. Generally, if a civilization has ever reached a point of dominance in Western culture then they are very likely to have done so using the Romans' model of a mixed centralized/decentralized government and a mastery of political domination.
Federalists
Major - Friendly, Guarded, War
Minor - Friendly, Protective
Federalists are idealists, but realize the reality of war and aggression being the rule in geopolitics not the exception. They will try to appeal to the more noble side of their competitors, but as soon as they see a rival is weak or they hate a rival enough, they will try to end their tyranny and replace it with their "freedom." That said, their ideals are unwavering with regard to City-States - they want to unify the world under their banner and will fight whoever would try to take these independent people's freedom.
The historical motivations for Federalists come from the idealistic philosophical treatises and the recognition of the "conquered" peoples' pursuits of something more noble than the power of the sword. The Iroquois Confederation's Great Law of Peace, India's relatively peaceful history, Siam defending itself from encroaching British and French imperialism, Ethiopia resisting imperialism, and Brazil pushing out the Portugese are a few examples. It also reflects the shift in America from the idealistic beginnings championed by people like Thomas Jefferson, to joining the international game of thrones.
Hegemony
Major - War, Friendly, Hostile
Minor - Friendly, Protective
Hegemony believes the ancients chose them to rule the Earth as its champion, leading the weak in the glorious journey of defeating the strong. They see all other civilizations as inferior, but have a capacity to make friends to help them before ultimately conquering them later on. They are quick to anger and war, however, so unless you really want to impress them they're probably going to war with you. They share the sentiment of Federalists, but in more selfish way - they want to lead the flock and use it to destroy all opponents rather than a peaceful coalition of free states.
The historical motivations for Hegemony are the Hellenic League, the Persian Satrap system, the Islamic Caliphates, Ottomans' respect for individual political and even religious sovereignty, and dominant civilizations who did not try to reach for the stars technologically. Primarily religious and dominant civs find their home here.
Policy Flavors
I have adjusted the Policy Flavors so that the AI fits into either their victory archetype, a versatile approach, or a hybrid of the two. Versatile would be Liberty, Industry, and Piety, which is a viable way to play that supercharges your economy, infrastructure, and provides Faith as a currency to spend on making the world more to your political image indirectly.
The flavors are allocated as follows:
* Tradition - Archaeology
* Liberty - Gold
* Might - Use_Nuke
* Piety - Religion
* Patronage - Diplomacy
* Aesthetics - Archaeology
* Industry - Gold
* Imperialism - Use_Nuke
* Rationalism - Spaceship
* Freedom - Spaceship & Diplomacy
* Order - Spaceship & Use_Nuke
* Autocracy - Diplomacy and Use_Nuke
I originally had different flavors for the Ancient Techs, but I decided to change it so that there is a 3 way option that is still valued less than the later policies, but fits into the categories more.
It may seem like there's "railroading" but there's very little probability that the AI will take the exact same policies every time because of Piety, Liberty, and Industry. There is a progression at work, which is why the Ancient policies are lower than the middle tier, and why the middle tier is lower than the Ideologies.
Ideologies are assigned based on the differences between them and so they fit with the archetypes. Imperialists can fit into any ideology, interestingly, while the others will identify strongly with a single approach. Nationalists will want Order, Federalists will want Freedom, and Hegemony will want Autocracy.
New AI Category Allocation
Please let me know if you disagree with these and want them to change. Try to suggest a switch if you do, like moving Russia to Federalist and Shoshone to Nationalist.
Also, you might enjoy the game a bit more if you try to have even numbers of the archetypes like a Standard game having 2 of each archetype for 8 players. The diversity will be fresh. Of course, an All Nationalist game would be pretty intense warmongering if that's your cup of tea .
Changes are in bold
Nationalist
Russia Modern Russia is not Nationalist but historically they have been
Sweden Swedish Empire was very Nationalist compared to other European powers.
Denmark
Assyria
Babylon Mesopatamian empires were much more Nationalist
Huns
Zulu
Japan
China China is the textbook example of a nationalist civilization.
Korea Historically, Korea has been quite different from China and Japan while sharing similar government philosophies.
Mongolia They're staying here because their CS bully surrender UA is perfect for this archetype.
Imperialist
Inca The Inca are the closest Native American civilization that resembles imperialism. High elevation technological marvels like Macchu Picchu.
England British Empire
Rome Roman Empire. reasons explained above.
Portugal Portugal was a lesser rival to the Spanish, but a rival nonetheless. They were incredible navigators and Brazil will atest to their imperialism
Dutch They started out as a populist revolution but SE Asia would definitely describe them as Imperialist.
Germany
Aztecs
Poland
Venice This archetype fits them the most considering their UA of absorbing or allying with CS.
Spain Spanish Empire was a continuation of the Roman Empire, but by controlling the Western Hemisphere
America After the Civil War, America shed any Federalist/Hegemony leaning. World power based on technology, diplomacy and war.
Federalist
Polynesia
Iroquois Great Law of Peace
Celts They minded their own business and defended themselves best as they were able.
Shoshone They moved west to get away from the warlike tribes
Indonesia They resisted the Dutch and Japanese Empires and haven't really bothered anyone since regaining their independence.
Brazil
India
Siam
Ethiopia
Morocco
Hegemony
Byzantium They continued the Roman Empire, but was the nexus of Eastern Orthodoxy until they fell to Suleiman
Greece The word Hegemon comes from Greece and Alexander the Great. Hellenic League.
Arabia
Ottomans
Carthage
Persia
Austria Austria-Hungary was the center of music in Europe for quite some time. Beethoven, Mozart, etc.
Songhai They came to power by combining warfare with Mali's administrative talents.
Egypt Egypt was not pacifist at all, focusing more on spiritual endeavors than technological.
France Napoleon is here because the UA is focused on culture so heavily and the French did not completely take over others entirely during his empire.
Maya The Maya were more of a spiritual people than technologically driven.
* After the brief inclusion into the CBP, the feedback received indicated that there were some issues with this system. I have made quite a few changes to the system so that the AI will be a lot more viable economically than it was when it went live.
* The biggest problems I saw from people's responses were that the AI invested too much into their military vs. their economy and not aggressive enough when they had a military advantage, so this was the main thing I addressed.
* The Top Tier in flavors used to be military flavors and victory types, but now the military has dropped below economic concerns. This will make the Ancient and Classical period a bit "slower" but will have the AI in better control of their happiness, GNP, and Net Gold. Aggressive civs are also prioritizing war higher than any other approach so they will immediately take advantage of a superior situation.
* Another problem was CEP's arrangement of civs' AI and how it doesn't mix with CBP. I tried to get feedback from the community, got a little, and decided with this revamp to move quite a few civs around into more historically appropriate archetypes.
* I am not changing the "extremity" of the flavors because three victory types as a foundation is more than flexible enough for effective competition. If the AI tries to pursue all 4 victories, then that's a lot more risk-reward than it can handle.
Update 06/02
* I added Production to the top tier and changed both the Leader flavors and Personalities
* Now there's 4 tiers which will be explained below
* The result should be that the AI will have a much better production output, expand and grow population as a high priority, and share priorities between workers, military units, and city defense at the 3rd tier. This has the AI building military power, but not in a way that cripples them based on two FireTuner tests.
Update 06/05
* This is probably the most polished release to date, based on Deity difficulty testing and taking some risks that paid off.
* The biggest changes are the AI being relentless with expansion and for all 4 archetypes to have the capacity to go to war. Federalists are a bit more aggressive, but still like Friendship and Rainbows better. If they really hate rivals they feel they're stronger than, they won't pass up the chance to "slay the tyrant" anymore.
* The AI is very likely to take policies that are relevant to their Grand Strategy. Switching the flavor identified with Conquest to Nuke will let everyone value Military Training the same way.
Hotfix: I goofed and forgot Nuke was deleted from policy flavors. I replaced it with Use_Nuke.
06/09 Tensions Rise (hopefully)
* Made a lot of changes to the AI Personalities to ramp up aggression, based on information about AI personality flavors that suggest this system isn't as optimized as it can be.
* Hotfix: changed the range of all policy, personalities, and leader flavors to be between 0 and 8. The only 0 flavors are tied to victories the archetype doesn't want anything to do with.
* Hotfix 2: got rid of 0 values and replaced them with 1
06/13 UA Based Flavor Adaptations and Reverts
* I adjusted Wonder Competitiveness to 4 on Imperialists and Hegemony except for Egypt, who will want them because it's their UA. Hopefully reduces the Wonder Spam.
* I changed the base flavors file to the one released in 6/12 and made a change to decrease all flavors by 1 except the non-victory flavor to make room for the next change without making any double digit flavors.
* I added civ specific priority flavors to more greatly emphasize the general themes of the civs. The intent is for these civs to guarantee taking policies they most benefit from. They are allocated as follows:
- Gold - Morocco, Carthage, Portugal, Egypt, Ottoman, Arabia
- Diplomacy - Greece, Siam, Germany
- Archaeology - Persia, China, Brazil
- Spaceship - Korea, Babylon
- Religion - Celts, India, Spain, Maya, Byzantium, Ethiopia
- Use_Nuke - Assyria, Songhai, Huns, Rome, Russia, Poland, Mongolia, Sweden, Denmark, Aztec, France, Japan, Zulu
* Diplomacy means they will definitely take Patronage in accordance to their UA focus on diplomacy.
* Spaceship means they'll definitely take Rationalism to cash in on their scientific prowess
* Religion means they'll take Piety because they most benefit from maximizing their religion and faith
* Use_Nuke means they'll take Might and Imperialism as a priority because they're more militaristic than not.
* Archaeology means they'll take Tradition for more Tourism, Golden Age length, and Great People, which all 3 benefit from. They'll also take Aesthetics, which gives them a Golden Age and enhances cultural great people, which all fit in their archetype
* Any Civs not included can do whatever they want within their archetype's choices and be able to be effective
How to Install
Policy Flavors XML goes in BalanceChanges > Policies > Flavors folder
Leader Flavors SQL goes in the AI > Flavors folder
Personalities SQL goes in the AI > Diplomacy folder
Grand Strategies XML goes in the AI folder
I run this project alongside these changes because they allocate flavors to buildings, specialists, and many other elements of Civ 5 in a way that more effectively makes these "brain level" civ priorities happen.
http://forums.civfanatics.com/showthread.php?t=548118
Introduction
These are the four archetypes that were changed from the CEP to what is being tested.
* Conquerors previously were entirely oriented around war, but without much in the way of economic priorities, culture, etc. That made them pretty ineffective.
* Coalition previously was about diplomacy and conquering rivals, which was a lot better than Conquerors at doing what Conquerors were supposed to be good at.
* Diplomats were pacifists who built tall and focused on diplomacy and wonders. They were pretty strong if left alone but easily conquered
* Expansionists just built as wide as possible, stayed out of everyone's business, and tried to focus on science. They were decent, but BNW made wide > science a little less viable.
These were all subpar at accomplishing what could be done with the XML priorities, which is what this project is about. Getting the most out of the AI's systems of priorities so they remain competitive throughout the game and require more from the player to stop them. They were changed in the following ways.
Conqueror -> Nationalist
Coalition -> Imperialist
Diplomat -> Federalist
Expansionist -> Hegemony
Nationalist = Domination, Cultural, Scientific victory types, foregoing Diplomacy. They are mean, xenophobic, but if they pick up steam they have an elite war machine. They will still build Chanceries, Wire Service, etc. but Paper is more like Toilet Paper to them than anything else.
Imperialist = Domination, Scientific, Diplomatic victory types, foregoing Cultural. They are almost always going to be "Friendly" to you, but they're lying. They are a people who focus on everything practical and leave the frivolous artistry to their future territories. They will still build up culture, but they won't try to maximize their Tourism or spam archaeologists.
Hegemony = Cultural, Domination, Diplomatic victory types, foregoing Scientific. They see themselves as the predestined leader of the world, seeking to eliminate all other civilizations to unite the world at their feet. They will still build scientific infrastructure, they just abandon the desire to build a Spaceship. They like Earth - they want to rule it and worry about a space empire later.
Federalist = Cultural, Scientific, Diplomatic victory types, foregoing Domination. They carry themselves the most dignified of the four, but are not naive enough to believe that the world will just go the way they want it to without fighting for their vision. They will fight those they feel are tyrants and may take a capital or two. They'll never try to take all of them though - they believe that is just wrong.
Major Changes
Flavors
Tier 1
Expansion
This is a gameplay driven decision. The AI needs to be encouraged to settle more cities because the wide approach is what wins in CBP. The player will need to take this into account and plan accordingly because 12 developed cities are going to be a lot stronger than 4.
Policy Flavors and Production are Tier 2
* Religion (Piety)
* Gold (Industry, Liberty) and Trade Routes
* Diplomacy (Patronage)
* Nuke (Might, Imperialism)
* Spaceship (Rationalism)
* Archaeology (Aesthetics)
* Production (very important yield in CBP)
These, in combination with Policy Flavors, determine the policy direction the AI will take. These will likely change every game - a Nationalist might take Liberty, Piety, Rationalism, Imperialism one game, and Might, Aesthetics, Piety, and Industry the next. Production is also very important because it makes everything work better in CBP - buildings, Wonders, units, diplomacy, trade route units, etc.
Population, Science, and Culture at Tier 3
Culture
Science
Espionage
Naval Growth
Growth
The importance of a large population in CBP is also quite important, but not as important as having plenty of cities to build upon. That said, once the AI has a good foundation, now they'll seek to optimize their Policy progression, Tech progression, and to have as many people as their cities can support.
Tier 3
Primary Military Unit Flavors (Ranged, Mobile, Offense, Navy, Air)
City Defense
Tile Improvement
Infrastructure & Water Connection
Military Training
This tier splits the AI priorities between improving their economy and building up forces to go to war with. Despite being Tier 3, this is important because the AI needs to have as many production centers as possible and a steady progression of the fundamentals before they start cranking out military units and flooding the map with units. If they don't, an old iteration's problem of bankrupt One City Civs will return.
Tier 4
Everything Else
Victory they don't go for
The situational units and largely arbitrary flavors are in this area mainly because of their redundance. For example, Artists, Writers, etc have Culture tied to them, which is already a high priority so why would Great People need to be there? Happiness is also redundant since the above flavors already address each of the Unhappiness causes in CBP's system.
Diplomacy & Personality
The old system was based on warmonger hate and minor civ competitiveness to differentiate personalities, but since all four archetypes are more aggressive I wanted how they forgive war to be the method the 3 diplomatic civs are differentiated in the SQL.
Imperialist = High Forgiveness
Federalist = Medium Forgiveness
Hegemony = Low Forgiveness
Major and Minor Civ Approaches
This is how each group handles CS and rivals.
Nationalist
Major - War, Guarded, Hostile
Minor - Bully, Conquest
Nationalists really don't like anyone but themselves and make no attempts to hide it. They want your land, your women, your cities, and don't give a crap if you like it or not. They also despise city-states, which to them are just mercenary peoples who have no concept of dignity or loyalty. They want to force them to pay tribute before eventually conquering them.
The historical motivations for this archetype was the Chinese consolidation of the 3 kingdoms and subsequent centralized rule, the Mesopatamian powers which were highly centralized, cultures that are highly unique and expressed themselves through military power like the Russians and Vikings, and the modern nationalist movements that took root in Germany, Italy, Spain, and Argentina in the mid 20th century.
Imperialist
Major - Deceptive, War, Friendly
Minor - Friendly, Conquest
These guys will almost always have "Friendly" on their attitude but that is just a front. They are conquerors at heart, but choose to be more unpredictable about it. They don't care about silly things like "honor" and "loyalty" because objectively speaking as soon as an opportunity to become stronger is presented it's dumb to them not to take it, no matter the emotions in response. They see CS in a unique way - they prefer an alliance but if the CS is uncooperative they will conquer them. Either way they get what they want and deny others their prize.
The historical motivation for Imperialists was primarily the Roman Empire's style of rule. It can be said accurately that everyone who has tried to aspire to empire since then has done so in an attempt to recreate the success the Romans had. If Rome needed to straighten out rebellion among a lesser state they sent the legions, but if they behaved they wouldn't bother them. There were serious power struggles as well, and the Roman political class made for the stuff of Game of Thrones x 10 level intrigue. Generally, if a civilization has ever reached a point of dominance in Western culture then they are very likely to have done so using the Romans' model of a mixed centralized/decentralized government and a mastery of political domination.
Federalists
Major - Friendly, Guarded, War
Minor - Friendly, Protective
Federalists are idealists, but realize the reality of war and aggression being the rule in geopolitics not the exception. They will try to appeal to the more noble side of their competitors, but as soon as they see a rival is weak or they hate a rival enough, they will try to end their tyranny and replace it with their "freedom." That said, their ideals are unwavering with regard to City-States - they want to unify the world under their banner and will fight whoever would try to take these independent people's freedom.
The historical motivations for Federalists come from the idealistic philosophical treatises and the recognition of the "conquered" peoples' pursuits of something more noble than the power of the sword. The Iroquois Confederation's Great Law of Peace, India's relatively peaceful history, Siam defending itself from encroaching British and French imperialism, Ethiopia resisting imperialism, and Brazil pushing out the Portugese are a few examples. It also reflects the shift in America from the idealistic beginnings championed by people like Thomas Jefferson, to joining the international game of thrones.
Hegemony
Major - War, Friendly, Hostile
Minor - Friendly, Protective
Hegemony believes the ancients chose them to rule the Earth as its champion, leading the weak in the glorious journey of defeating the strong. They see all other civilizations as inferior, but have a capacity to make friends to help them before ultimately conquering them later on. They are quick to anger and war, however, so unless you really want to impress them they're probably going to war with you. They share the sentiment of Federalists, but in more selfish way - they want to lead the flock and use it to destroy all opponents rather than a peaceful coalition of free states.
The historical motivations for Hegemony are the Hellenic League, the Persian Satrap system, the Islamic Caliphates, Ottomans' respect for individual political and even religious sovereignty, and dominant civilizations who did not try to reach for the stars technologically. Primarily religious and dominant civs find their home here.
Policy Flavors
I have adjusted the Policy Flavors so that the AI fits into either their victory archetype, a versatile approach, or a hybrid of the two. Versatile would be Liberty, Industry, and Piety, which is a viable way to play that supercharges your economy, infrastructure, and provides Faith as a currency to spend on making the world more to your political image indirectly.
The flavors are allocated as follows:
* Tradition - Archaeology
* Liberty - Gold
* Might - Use_Nuke
* Piety - Religion
* Patronage - Diplomacy
* Aesthetics - Archaeology
* Industry - Gold
* Imperialism - Use_Nuke
* Rationalism - Spaceship
* Freedom - Spaceship & Diplomacy
* Order - Spaceship & Use_Nuke
* Autocracy - Diplomacy and Use_Nuke
I originally had different flavors for the Ancient Techs, but I decided to change it so that there is a 3 way option that is still valued less than the later policies, but fits into the categories more.
It may seem like there's "railroading" but there's very little probability that the AI will take the exact same policies every time because of Piety, Liberty, and Industry. There is a progression at work, which is why the Ancient policies are lower than the middle tier, and why the middle tier is lower than the Ideologies.
Ideologies are assigned based on the differences between them and so they fit with the archetypes. Imperialists can fit into any ideology, interestingly, while the others will identify strongly with a single approach. Nationalists will want Order, Federalists will want Freedom, and Hegemony will want Autocracy.
New AI Category Allocation
Please let me know if you disagree with these and want them to change. Try to suggest a switch if you do, like moving Russia to Federalist and Shoshone to Nationalist.
Also, you might enjoy the game a bit more if you try to have even numbers of the archetypes like a Standard game having 2 of each archetype for 8 players. The diversity will be fresh. Of course, an All Nationalist game would be pretty intense warmongering if that's your cup of tea .
Changes are in bold
Nationalist
Russia Modern Russia is not Nationalist but historically they have been
Sweden Swedish Empire was very Nationalist compared to other European powers.
Denmark
Assyria
Babylon Mesopatamian empires were much more Nationalist
Huns
Zulu
Japan
China China is the textbook example of a nationalist civilization.
Korea Historically, Korea has been quite different from China and Japan while sharing similar government philosophies.
Mongolia They're staying here because their CS bully surrender UA is perfect for this archetype.
Imperialist
Inca The Inca are the closest Native American civilization that resembles imperialism. High elevation technological marvels like Macchu Picchu.
England British Empire
Rome Roman Empire. reasons explained above.
Portugal Portugal was a lesser rival to the Spanish, but a rival nonetheless. They were incredible navigators and Brazil will atest to their imperialism
Dutch They started out as a populist revolution but SE Asia would definitely describe them as Imperialist.
Germany
Aztecs
Poland
Venice This archetype fits them the most considering their UA of absorbing or allying with CS.
Spain Spanish Empire was a continuation of the Roman Empire, but by controlling the Western Hemisphere
America After the Civil War, America shed any Federalist/Hegemony leaning. World power based on technology, diplomacy and war.
Federalist
Polynesia
Iroquois Great Law of Peace
Celts They minded their own business and defended themselves best as they were able.
Shoshone They moved west to get away from the warlike tribes
Indonesia They resisted the Dutch and Japanese Empires and haven't really bothered anyone since regaining their independence.
Brazil
India
Siam
Ethiopia
Morocco
Hegemony
Byzantium They continued the Roman Empire, but was the nexus of Eastern Orthodoxy until they fell to Suleiman
Greece The word Hegemon comes from Greece and Alexander the Great. Hellenic League.
Arabia
Ottomans
Carthage
Persia
Austria Austria-Hungary was the center of music in Europe for quite some time. Beethoven, Mozart, etc.
Songhai They came to power by combining warfare with Mali's administrative talents.
Egypt Egypt was not pacifist at all, focusing more on spiritual endeavors than technological.
France Napoleon is here because the UA is focused on culture so heavily and the French did not completely take over others entirely during his empire.
Maya The Maya were more of a spiritual people than technologically driven.