DP Value Calculation - This is done in DoRelationshipPairing every turn.
For each player, the starting value is equal to the leader's Diplo Balance flavor (average is 5).
Factor in our approach towards the player:
WAR (-10 value)
HOSTILE (-7 value)
GUARDED (-5 value)
DECEPTIVE (+3 value)
NEUTRAL (+1 value)
AFRAID (+5 value)
FRIENDLY (+5 value)
Factor in our opinion towards the player:
UNFORGIVABLE (-10 value)
ENEMY (-5 value)
COMPETITOR (-3 value)
NEUTRAL (+1 value)
FAVORABLE (+3 value)
FRIEND (+5 value)
ALLY (+10 value)
Factor in our guess as to the other player's true approach towards us:
WAR or HOSTILE (-15 value)
DECEPTIVE (-5 value)
GUARDED (-1 value)
AFRAID (-10 value)
FRIENDLY (+2 value)
NEUTRAL (+1 value)
Player's military strength compared to us:
PATHETIC (-5 value)
WEAK (-3 value)
POOR (-1 value)
AVERAGE (+3 value)
STRONG (+5 value)
POWERFUL (+7 value)
IMMENSE (+10 value)
Player's economic strength compared to us:
PATHETIC (-5 value)
WEAK (-3 value)
POOR (-1 value)
AVERAGE (+3 value)
STRONG (+5 value)
POWERFUL (+7 value)
IMMENSE (+10 value)
Player's proximity to us:
NEIGHBORS (+5 value)
CLOSE (+2 value)
FAR (-1 value)
DISTANT (-5 value)
We have capital cities on different continents (current, not original): -10 value.
Denouncement in either direction: -10 value.
We consider them a backstabber: -50 value.
We consider them an easy target (note: AIs that want to conquer you will be more likely to see you as an easy target if they aren't at war with anyone else): -10 value.
Military threat we feel from them:
CRITICAL (+15 value)
SEVERE (+10 value)
MAJOR (+5 value)
MINOR (-5 value)
NONE (-10 value)
Their warmonger threat level (? - shouldn't this be inverted):
CRITICAL (+15 value)
SEVERE (+10 value)
MAJOR (+5 value)
MINOR (-5 value)
NONE (-10 value)
Victory dispute level:
NONE (+1 value)
WEAK (-5 value)
STRONG (-10 value)
FIERCE (-15 value)
Victory block level:
NONE (+1 value)
WEAK (-5 value)
STRONG (-10 value)
FIERCE (-15 value)
Land dispute level:
NONE (+1 value)
WEAK (-3 value)
STRONG (-5 value)
FIERCE (-10 value)
If this is the Ancient or Classical Era and we have a STRONG or FIERCE land dispute level: -5 value.
If we're in the Medieval Era or later and Victory Competition has not been disabled, factor in the victory we're going for.
Domination Victory, check land dispute level again:
NONE (+3 value)
WEAK (-5 value)
STRONG (-10 value)
FIERCE (-15 value)
Science Victory, check what their current era is compared to us:
- They're more advanced: -5 value.
- We're in the same era, and their military strength compared to us is AVERAGE or greater: +5 value.
- We're more advanced, and their military strength compared to us is AVERAGE or greater: +10 value.
Culture Victory, check Wonder Dispute Level:
NONE (+3 value)
WEAK (-3 value)
STRONG (-5 value)
FIERCE (-10 value)
Diplomatic Victory, check Minor Civ Dispute Level:
NONE (+5 value)
WEAK (-1 value)
STRONG (-5 value)
FIERCE (-10 value)
We already have a DP with them: +10 value.
They're close to winning the game, and Victory Competition hasn't been disabled:
- Enemy Mod = AIDeclareWarProb (based on difficulty level) multiplied by 15 and then divided by 100, rounded down.
- For each victory condition they're close to (Domination/Science/Diplo/Culture):
If they're a human, subtract Enemy Mod from DP value.
If they're an AI, subtract 10 from DP value.
Subtract 15 value for each DP we already have.
If the other player is an AI and that AI's biggest competitor is the same as our biggest competitor, +5 value.
If the other player's influence level over us is POPULAR and RISING, subtract 5 value.
Loop through all other (known & alive) players, not counting us:
We have a DoF or DP with the loop player:
- The player we're looking at is at war with them: -5 value
- The player we're looking at denounced them: -5 value
- The player they're looking at was denounced by them: -5 value
The player we're looking at is an AI, and both of us have at least 32 competitor weight towards the loop player: +5 value.
Both of us have a DoF with the loop player: +5 value.
Both of us have a DP with the loop player: +5 value.
If this player and the loop player are at war:
- If we're also at war with the loop player: +5 value.
- If we're close to the loop player: +5 value. (think this should be -5)
- If the loop player is a warmonger: +5 value.
Other player is a vassal of someone: set DP value to 0.