Vox Populi Diplomacy Guides

Status
Not open for further replies.

Recursive

Already Looping
Moderator
Supporter
Joined
Dec 19, 2017
Messages
4,585
Location
Antarctica
Vox Populi Diplomacy Guides
Hello, all! I would like to make the improved diplomacy mechanics in Vox Populi easier for the community to understand. This guide has four main goals:

1) Answer questions and increase community awareness of how the diplomacy AI works, including how all the mechanics (evaluations and decisions) are interrelated.

2) Provide the community with the information they'd need to suggest improvements. As this is a locked tutorial thread, I have created a companion thread for your feedback and suggestions: https://forums.civfanatics.com/threads/vox-populi-diplomacy-feedback.683887/

3) The process of converting the code into plain text is helpful for spotting bugs that may be hiding in the code.


4) I find doing these to be fun. Hopefully it's fun for some of you to read too!

This thread is a set of guides on how the diplomacy AI in Vox Populi works. The guides will be updated by me whenever the diplomacy AI is modified. The Community Patch makes extensive changes to diplomacy, so this cannot be used as a guide for vanilla BNW diplomacy. Even though many of the same mechanics are used, the AI's decision-making has been completely overhauled.

As new guides are added to this thread, they will be added to the table of contents below. The guides will follow the order in which the diplomacy AI makes decisions on its turn. When that's complete, I will cover any decision-making that occurs outside of its turn.

It is important to note that the mechanics outlined here are not set in stone. I am willing to consider specific proposals on how to improve the AI's diplomacy. As noted in reason 2, part of the rationale behind creating these guides was to provide the community with the information they'd need in order to propose improvements.

Table of Contents
Leader Flavors and Personality (Part 1, Part 2)

Diplomacy AI's Turn Order
Victory Competition

Changelog
Last Update To Any Guide: July 30, 2023

Spoiler :
July 30, 2023 - Updated Guide to Victory Competition with 3.7.11 changes to "close to victory" thresholds. Fixed an error re: the WarmongerHate flavor and WAR bias in that guide.
July 20, 2023 - Added Guide to Victory Competition.

June 29, 2023 - Corrected a few inaccurate details about the backstabber flag in the Guide to Leader Flavors and Personality. Updated backstabber flag and DoUpdateConquestStats() documentation for 3.7.4 changes.
June 27, 2023 - Added Guide to Diplomacy AI's Turn Order. Updated Guide to Leader Flavors and Personality for the 3.7.3 version.

May 27, 2023 - Created this thread and the Guide to Leader Flavors and Personality.
 
Last edited:
Guide to Leader Flavors and Personality
There are a few attributes which cause AI leaders to differ from each other. These are:
- Personality Type
- Personality Flavors
- Backstabber Flag
- Major Civ Approach Biases
- Minor Civ (City-State) Approach Biases
- Default Victory Pursuits

The layout of this guide is as follows:
1) For each category above, an explanation of what they are and and how they affect the AI's decision-making.
2) A list of all civs and their default values for personality flavors, approach biases, and default victory pursuits, along with a summary of their personality written by Hinin.


Personality Type
Each leader has a personality type which, by default, is equal to their leader type. For example, Alexander normally has the Alexander personality type. The Alexander personality type is what tells the game which personality flavors, approach biases and default victory pursuits to use, while the Alexander leader type tells the game what the leader's ability, unique components, and art should be.

Personality type only becomes relevant if the Random Personalities game option is enabled in Advanced Settings. When this is the case, every AI leader will randomly choose between every personality type in the database (minus their own) and use that leader's personality flavors, approach biases, and default victory pursuits instead of their own.

This is only relevant during the game setup, and is never used again.


Personality Flavors
Each leader has the following personality flavors. Before the game starts, each of them will be modified by +/- 2, which causes the AI to behave a little differently from game to game. For example, Askia's default Boldness score is 7 in VP, but it has a 20% chance of being each of the following values: 5, 6, 7, 8, 9. The randomization for each flavor is independent and uses a different seed.

If Random Personalities is enabled, the range of randomization is instead +/- 4 for each flavor.

The XML value will be capped between 1 and 10 after the randomization. This means that, unless Random Personalities is enabled, if an XML value is 12, it will always be 10 after being randomized, and likewise for -1 ---> 1. If the XML value for a personality flavor isn't specified, the game will use 5 as a default value, randomized between 3 and 7.

There is an option in the file (1) Community Patch > Core Files > Core Changes > DiploAIOptions.sql to disable the randomization of personality flavors (however, the value will still be capped between 1 and 10).

Here are all the personality flavors and an explanation of what they do:
Spoiler :

VictoryCompetitiveness
How much does this AI leader get angry when another player is competing for Victory?
Spoiler :

NOTE: Most of these changes only take places if the AI is competing for victory, except for the changes marked with *.

DoUpdateVictoryDisputeLevels()
- Increases the AI's aggression towards civs that are making significant progress towards the same victory condition that the AI is pursuing

DoUpdateVictoryBlockLevels()
- Increases the AI's aggression towards civs that are making significant progress towards a different victory condition that the AI is pursuing

SelectBestApproachTowardsMajorCiv()
- Increases the likelihood of adopting "bad" approaches towards civs that are making progress towards victory
- Increases the likelihood of adopting "good" approaches towards civs that aren't making progress towards victory
- *Increases the likelihood of being friendly (and decreases the likelihood of being hostile) to civs that are at war with their competitors/enemies, if some damage has been inflicted
- *Increases the likelihood of being hostile (and decreases the likelihood of being friendly) to civs that are at war with their friends/allies, if some damage has been inflicted

IsEndDoFAcceptable()
- Increases the likelihood of ending a Declaration of Friendship prematurely if the other player is making progress towards victory

IsDenounceFriendAcceptable()
- Increases the likelihood of backstabbing a friend via denouncing if the other player is making progress towards victory

GetVictoryDisputeLevelScore()
- Increases negative opinion towards civs that are making significant progress towards the same victory condition that the AI is pursuing

GetVictoryBlockLevelScore()
- Increases negative opinion towards civs that are making significant progress towards a different victory condition that the AI is pursuing


WonderCompetitiveness
How much does this AI leader get angry when they're beaten to a World Wonder?
Spoiler :

DoInitializePersonality()
- When set to -12 in XML, is set to 10 in the DLL, and the AI will always pursue Culture Victory if it is enabled

SelectDefaultVictoryPursuits()
- Increases the likelihood of adopting Culture Victory as a victory pursuit

DoUpdateWonderDisputeLevels()
- Increases the AI's aggression towards civs that are beating them to World Wonders

SelectBestApproachTowardsMajorCiv()
- Increases the AI's aggression towards civs that are beating them to World Wonders
- Sometimes increases the AI's friendliness towards civs that are not beating them to World Wonders
- Increases the AI's aggression towards civs that are spamming World Wonders

IsEndDoFAcceptable()
- Increases the likelihood of ending a Declaration of Friendship prematurely if the other player is beating the AI to World Wonders

GetWonderDisputeLevelScore()
- Increases negative opinion towards civs that are beating them to World Wonders
- Sometimes increases positive opinion towards civs that are not beating them to World Wonders

GetWonderSpammerScore()
- Increases negative opinion towards civs that are spamming World Wonders

CvPolicyAI::WeightPolicyAttributes()
- Increases the AI's desire to adopt policies which grant bonuses toward World Wonders

CvReligionAI::ScoreBeliefAtCity()
- Increases the likelihood of adopting beliefs that grant yields to World Wonders

CvReligionAI::GetDesiredFaithGreatPerson()
- Increases the likelihood of buying a Great Engineer with Faith, if possible

CvPlayerAI::AI_chooseFreeGreatPerson()
- If the game turn is less than or equal to half the estimated end turn and WonderCompetitiveness is at least 8, the AI will always choose a Great Engineer when it can pick a free Great Person

CvPlayerTraits::ChooseMayaBoost()
- If the game turn is less than or equal to half the estimated end turn, WonderCompetitiveness is at least 8, and a Great Prophet wasn't chosen, the AI will always choose a Great Engineer when it can pick a free Great Person


MinorCivCompetitiveness
How much does this AI leader get angry when another player is befriending "their" minor civs?
Spoiler :

DoInitializePersonality()
- When set to -12 in XML, is set to 10 in the DLL, and the AI will always pursue Diplomatic Victory if it is enabled

SelectDefaultVictoryPursuits()
- Increases the likelihood of adopting Diplomatic Victory as a victory pursuit

DoUpdateMinorCivDisputeLevels()
- Greatly increases the AI's aggression towards civs that are competing with them for City-State Influence

SelectBestApproachTowardsMajorCiv()
- Increases the AI's aggression towards civs that are competing with them for City-State Influence
- Sometimes increases the AI's friendliness towards civs that are not competing with them for City-State Influence

DoSendStatementToPlayer()
- When another AI sends this AI a "we attacked/bullied your protected City-State" statement, increases the chance they'll side with their protected City-State, risking war

IsEndDoFAcceptable()
- Increases the likelihood of ending a Declaration of Friendship prematurely if the other player is competing with the AI for City-State Influence

GetMinorCivDisputeLevelScore()
- Increases negative opinion towards civs that are competing with them for City-State Influence
- Sometimes increases positive opinion towards civs that are not competing with them for City-State Influence


Boldness
How likely is this AI leader to take risks / go for World Conquest?
Spoiler :

DoInitializePersonality()
- When set to -12 in XML, is set to 10 in the DLL, and the AI will always pursue Domination Victory if it is possible for them to eliminate everyone else

SelectDefaultVictoryPursuits()
- Increases the likelihood of adopting Domination Victory as a victory pursuit

DoUpdatePlayerStrengthEstimates()
- Causes the AI to underestimate other players' military strength (attack power) and target value (defense power) by 3% per point of Boldness in most situations

GetExpansionBickerRange()
- Increases the range at which the AI gets mad for settling "too close" to them

DoUpdateLandDisputeLevels()
- Increases the AI's aggression towards other players over territorial disputes

SelectApproachTowardsMaster()
- Makes the AI less willing to adopt the AFRAID approach

SelectBestApproachTowardsMajorCiv()
- If above 7, boosts the AI's aggression towards civs that side with their protected City-State when the AI bullies/attacks it
- If above 7, increases the number of reasons why the AI would be willing to take advantage of an opportunity attack
- Increases the AI's aggression towards civs they have territorial disputes with
- Increases the AI's friendliness towards civs they don't have territorial disputes with
- Increases the AI's aggression towards nearby early game competitors
- Increases the AI's aggression if they're going for World Conquest in the Medieval Era or later, or if they've already conquered at least one other major civ
- Increases the AI's aggression towards players that are expanding recklessly without the military to support it
- Increases the AI's aggression if they have bonuses which favor going to war
- Increases the AI's willingness to adopt the WAR approach if their opinion of a player is sufficiently negative
- Reduces the AI's willingness to adopt the AFRAID approach if their opinion of a player is sufficiently negative

DoUpdateDemands()
- Slightly increases the AI's desire to make trade demands of other players

DoSendStatementToPlayer()
- If above 8, the AI will ignore requests from other AIs to stop buying land near them
- If above 7, the AI will refuse trade demands from other AIs
- Increases the AI's likelihood of declaring war when a human refuses a demand
- Increases the AI's likelihood of declaring war when insulted
- If above 6, increases the AI's likelihood of declaring war when an AI sides with their protected City-State when the AI attacks it
- If above 7, increases the AI's likelihood of declaring war when an AI sides with their protected City-State when the AI bullies it
- Increases the AI's likelihood of declaring war when a human sides with their protected City-State when the AI attacks/bullies it

GetCoopWarDesireScore()
- Increases the AI's desire to start coop wars, in general, if they're going for Domination Victory

RespondToCoopWarRequest()
- If above 7, increases the AI's willingness to declare war immediately when asked to start a coop war

IsDontSettleAcceptable()
- Reduces the AI's willingness to agree to "don't settle new cities near us" requests

IsEndDoFAcceptable()
- If above 7, increases the AI's willingness to end a Declaration of Friendship prematurely if the other player broke or ignored an expansion or land buying promise
- If above 7, increases the AI's willingness to end a Declaration of Friendship prematurely if they have territorial disputes with the other player

GetLandDisputeLevelScore()
- Increases negative opinion towards civs the AI has territorial disputes with
- Increases positive opinion towards civs the AI doesn't have territorial disputes with

GetRecklessExpanderScore()
- Increases negative opinion towards civs that are expanding recklessly without the military to support it

GetAngryAboutSidedWithProtectedMinorScore()
- If above 7, increases negative opinion towards civs that sided with their protected City-State when the AI bullies/attacks it

IsVoluntaryVassalageAcceptable()
- Reduces the AI's desire to become a voluntary vassal

IsAngryAboutPlayerVassalageForcefullyRevoked()
- Increases the number of turns before the AI forgets about their former master refusing to grant them independence

IsEndVassalageWithPlayerAcceptable()
- Slightly increases the AI's willingness to declare independence

CvDealAI:: DoHumanDemand()
- Reduces the AI's likelihood of giving in to trade demands

EconomicAIHelpers::IsTestStrategy_EnoughExpansion()
- Increases the number of cities the AI is willing to settle, if they're going for Culture Victory or have a UA which favors doing so

CvGrandStrategyAI::GetConquestPriority()
- Increases the AI's desire for Domination Victory

CvMilitaryAI::SetRecommendedArmyNavySize()
- Increases the AI's number of desired offensive naval units

CvPlayer::GetPlayerWhoStoleMyFavoriteCitySite()
- Increases the distance at which the AI will be upset if another civ stole their favored settling spot (affects territorial dispute calculation)

CvSiteEvaluatorForSettler: PlotFoundValue()
- Increases the AI's willingness to settle cities near other major civs

CvUnitProductionAI::CheckUnitBuildSanity()
- Increases the number of Settlers the AI is willing to build, if they're going for Culture Victory


DiploBalance
How much does this AI leader want to maintain a balance of power in the world? ("status quo" value, but they also want themselves in the lead...)
Spoiler :

SelectDefaultVictoryPursuits()
- Increases the likelihood of adopting Diplomatic Victory as a victory pursuit

GetWarscoreThresholdPositive()
- AI usually considers itself to be winning a war when its war score is 30 minus its DiploBalance flavor

DoUpdateTechBlockLevels()
DoUpdatePolicyBlockLevels()
- Increases the AI's aggression towards civs that are competing with them for tech/policy count

DoUpdateVictoryBlockLevels()
- If the AI is competing for victory, increases the AI's aggression towards civs that are making significant progress towards a different victory condition that the AI is pursuing

SelectBestApproachTowardsMajorCiv()
- Increases the AI's tendency to keep existing friends and enemies, moreso in later eras
- Increases the AI's friendliness towards allies in the World Congress, especially their main ally (if any)
- Increases the AI's hostility towards rivals in the World Congress, especially their main rival
- Increases the AI's aggression towards civs competing with them for technology or policies
- Sometimes increases the AI's friendliness towards civs not competing with them for technology or policies
- Increases the AI's friendliness towards civs that are sending them trade routes or giving them favorable trade deals
- Increases the AI's neutrality towards civs who are neither favorable nor competitors Opinion-wise
- Decreases the AI's hostility towards civs who have been denounced by their friends or allies

DoUpdatePeaceTreatyWillingness()
- Reduces the AI's willingness to continue waging war when their war score is positive, or enemy cities are endangered by them

IsCoopWarRequestUnacceptable()
- If above 7, makes the AI more likely to report coop war plans to the target if they have a favorable Opinion of them

GetTechBlockLevelScore()
GetPolicyBlockLevelScore()
- Sometimes increases negative opinion towards civs that are competing with them for tech/policy count
- Sometimes increases positive opinion towards civs that are not competing with them for tech/policy count

IsVoluntaryVassalageAcceptable()
- Reduces the AI's desire to become a voluntary vassal

CvEspionageAI::BuildOffenseCityList()
- Increases the importance of diplomatic factors when selecting cities to send spies to (and also that one belief that gives Happiness for each foreign spy, for some reason?)


WarmongerHate
How much does this AI leader get angry when someone's being a warmonger?
Spoiler :

DoInitializePersonality()
- When set to -12 in XML, is set to 10 in the DLL, and the AI will always pursue Science Victory if it is enabled

SelectDefaultVictoryPursuits()
- Increases the likelihood of adopting Science Victory as a victory pursuit

SelectBestApproachTowardsMajorCiv()
- Increases the AI's hostility to civs with a Warmonger Threat of Major or worse
- Increases the AI's friendliness to civs with a Warmonger Threat of Minor or better
- Increases the AI's friendliness towards civs that have a mutual DP with a third party

GetOtherPlayerWarmongerScore()
- Score = (Warmonger Amount * Warmonger Hate) / 20

IsEndDoFAcceptable()
- Increases the AI's willingness to end a Declaration of Friendship prematurely if the other civ's Warmonger Threat is Severe or worse

IsDenounceFriendAcceptable()
- Increases the AI's willingness to denounce a friend if their Warmonger Threat is Severe or worse

GetDPAcceptedScore()
GetDPWithAnyFriendScore()
- Increases positive opinion towards civs that the AI has a Defensive Pact with, and towards civs who have a mutual DP with a third party

CvDealAI::GetThirdPartyWarValue()
- Higher WarmongerHate = higher buying and selling prices for bribed wars


CvDealAI::GetRequestForHelpResponse()
- If the AI considers a human a warmonger and WarmongerHate > 5, they will refuse to give up a luxury in Help Requests

CvLuaPlayer::lGetOpinionTable()
- Determines which message to show about the AI's opinion towards warmongers in the table of modifiers


DoFWillingness
How much is this AI leader willing to befriend other players?
Spoiler :

SelectDefaultVictoryPursuits()
- Increases the likelihood of adopting Culture Victory as a victory pursuit

DoTestOpinionModifiers()
- Increases the number of turns before the AI forgets liking a player's proposal to the World Congress
- Increases the number of turns before the AI forgets a player's support for the AI's World Congress proposals
- Increases the number of turns before the AI forgets a player successfully voting for them to be the World Congress host
- Increases the number of turns before the AI forgets a player attempting to unsanction them

SelectBestApproachTowardsMajorCiv()
- If the AI considers another civ their best friend or DP choice, but aren't friends, sometimes increases WAR and DECEPTIVE likelihood towards civs that have declared war on or denounced the friend/ally
- If the AI is going for Diplomatic Victory in the Renaissance or later (or is close to Diplomatic Victory), slightly increases friendliness towards all civs that aren't close to winning
- Increases the AI's willingness to adopt the FRIENDLY approach if their opinion of a player is sufficiently positive
- Increases the AI's friendliness towards civs that are friends with the AI's friends or DPs

DoUpdatePlanningExchanges()
- Increases the maximum number of Declarations of Friendship the AI is willing to make (excluding vassals, which are "free")

DetermineVassalTaxRates()
- Sometimes increases AI willingness to keep vassal taxes low

GetDoFAcceptedScore()
- Reduces the AI's positive opinion score towards current and previous friends

GetDOFWithAnyFriendScore()
- Increases the AI's positive opinion score towards civs that have made friends with their current friends

IsVoluntaryVassalageAcceptable()
- Increases AI desire to become a voluntary vassal


DenounceWillingness
How much is this AI leader willing to work with someone AGAINST another player?
Spoiler :

DoTestOpinionModifiers()
- Increases the number of turns before the AI forgets disliking a player's proposal to the World Congress
- Increases the number of turns before the AI forgets a player's opposition to the AI's World Congress proposals
- Increases the number of turns before the AI forgets a player attempting to sanction them

SelectBestApproachTowardsMajorCiv()
- Increases the AI's aggression if they're going for World Conquest in the Medieval Era or later, or if they've already conquered at least one other major civ
- Increases the AI's willingness to adopt the DECEPTIVE approach if their opinion of a player is sufficiently negative
- Increases the AI's friendliness and neutrality towards civs that have denounced their enemies
- AI will estimate other players' DenounceWillingness to gauge how much they should reduce their threat level estimate of another civ if their friend/ally has denounced them

IsDenounceFriendAcceptable()
- If below 8, the AI is less likely to denounce a friend
- Increases the AI's willingness to denounce a friend if their Opinion of them is Competitor

GetDenounceWillingness()
- Increases the AI's willingness to denounce civs, in general

GetFriendDenouncementScore()
- Increases negative opinion towards civs that have been denounced by their friends (this penalty only sometimes applies in the first place, though)

GetDenouncedEnemyScore()
- Increases positive opinion towards civs that have denounced their enemies (at war with / also denounced)


Loyalty
How likely is this AI leader to refrain from backstabbing their friends?
Spoiler :

DoInitializePersonality()
- If Loyalty is 1 or 2 at game start, activates the backstabber flag

SelectDefaultVictoryPursuits()
- Increases the likelihood of adopting Science Victory as a victory pursuit

DoTestOnePlayerUntrustworthyFriend()
- Reduces the AI's tolerance of all forms of backstabbing which can cause untrustworthiness

IsWillingToAttackFriend()
- If above 6 and backstabber flag is not set, the AI is never willing to directly declare war on a current friend
- Likelihood of declaring war on a current friend reduced between 4 and 6 Loyalty based on the AI's opinion
- If above 8, usually not willing to indirectly backstab a friend either

SelectBestApproachTowardsMajorCiv()
- Increases the AI's friendliness towards current friends and Defensive Pacts
- Increases the AI's friendliness towards civs that have resurrected it and/or that it has resurrected
- Increases the AI's hostility towards civs that have denounced or are at war with their friends
- Increases the AI's friendliness towards civs that are sending them trade routes or giving them favorable trade deals

ScoreDefensivePactChoice()
- Slightly increases the AI's willingness to make Defensive Pacts, in general

IsCoopWarRequestUnacceptable()
- If above 6, sometimes increases the AI's willingness to report coop war plans to civs that they like

IsEndDoFAcceptable()
- Reduces the AI's willingness to end Declarations of Friendship prematurely, in general

IsDenounceFriendAcceptable()
- Reduces the AI's willingness to denounce a friend
- The AI also estimates other players' Loyalty values when deciding whether or not to denounce a friend (predicting whether they'd be mad)

DoTestOpinionModifiers()
- Increases the number of turns before the AI forgets the following: returning civilians, building landmarks, liberating cities, forgiving them for spying, sharing intrigue, giving them independence peacefully, successfully unsanctioning them

GetDenouncedFriendScore()
- Increases negative opinion towards civs that have denounced their friends

CvDealAI::GetRequestForHelpResponse()
- Increases AI willingness to grant Requests for Help


Forgiveness
How willing is this AI leader to overlook transgressions against them?
Spoiler :

SetSupportedOurProposalValue()
DoTestOpinionModifiers()
GetSupportedOurProposalScore()
- In cases where a player foiled an AI's proposal and then supported them, reduces the duration for which the AI remembers the player's previous ill will

DoTestOnePlayerUntrustworthyFriend()
- If above 8, increases the AI's willingness to tolerate backstabbing of other (non-ally) civs via denouncing/broken agreements

SelectBestApproachTowardsMajorCiv()
- Reduces the AI's willingness to adopt the GUARDED approach if their opinion of a player is sufficiently negative

DoWarnCoopWarTarget()
- If a friend of this AI asks a player for help with a coop war, and the player responds by warning the target, sometimes reduces the diplomatic penalty applied

IsDenounceFriendAcceptable()
- The AI estimates other players' Forgiveness values when deciding whether or not to denounce a friend (predicting whether they'd be mad)

DoTestOpinionModifiers()
- Reduces the number of turns before the AI forgets the following: making trade demands, stealing from them with spies, plundering their trade routes while not at war, siding with their protected City-State after the AI bullies/attacks it, bullying their protected City-States, converting their cities, beating them to a World Wonder, lowering their City-State influence (directly or by stealing their alliance), performing coups against their City-States, and excavating their artifacts


Neediness
How much does this AI leader want the support of its friends in rough times?
Spoiler :

SetSupportedOurProposalValue()
DoTestOpinionModifiers()
GetSupportedOurProposalScore()
- In cases where a player supported an AI's proposal and then foiled them, reduces the duration for which the AI remembers the player's previous goodwill

SelectBestApproachTowardsMajorCiv()
- Increases the AI's friendliness towards civs they don't have territorial disputes with
- Sometimes increases the AI's friendliness towards civs that are not beating them to World Wonders
- Sometimes increases the AI's friendliness towards civs that are not competing with them for City-State Influence
- Sometimes increases the AI's friendliness towards civs not competing with them for technology or policies
- Increases hostility towards civs who have made Declarations of Friendship / Defensive Pacts with civs the AI is at war with or has denounced

DoSendStatementToPlayer()
- Increases the diplomatic penalty for refusing to agree to a coop war (normal refusal, not warning the target)
- If above 7, increases the diplomatic penalty for refusing to agree to a help request

DoTestOpinionModifiers()
- Increases the number of turns before the AI forgets a player attempting to sanction or unsanction them

GetLandDisputeLevelScore()
- Increases positive opinion towards civs the AI doesn't have territorial disputes with

GetWonderDisputeLevelScore()
- Sometimes increases positive opinion towards civs that are not beating them to World Wonders

GetMinorCivDisputeLevelScore()
- Sometimes increases positive opinion towards civs that are not competing with them for City-State Influence

GetTechBlockLevelScore()
GetPolicyBlockLevelScore()
- Sometimes increases positive opinion towards civs who are not competing with them for techs or policies

GetPolicyScore()
- Increases the diplomatic modifier (bonus or penalty) for having similar/divergent Social Policies

GetDOFWithAnyEnemyScore()
GetDPWithAnyEnemyScore()
- Increases negative opinion towards civs who have made Declarations of Friendship / Defensive Pacts with civs the AI is at war with or has denounced


Meanness
How much does this AI leader like to talk smack / bully others?
Spoiler :

SelectDefaultVictoryPursuits()
- Increases the likelihood of adopting Domination Victory as a victory pursuit

GetWarscoreThresholdNegative()
- AI usually considers itself to be losing a war when its war score is -20 minus its Meanness flavor

DoUpdateVictoryBlockLevels()
- If the AI is competing for victory, increases the AI's aggression towards civs that are making significant progress towards a different victory condition that the AI is pursuing

DoTestOpinionModifiers()
- Increases the number of turns before the AI forgets successfully sanctioning them

SelectBestApproachTowardsMajorCiv()
- If above 6, increases the AI's OVERT hostility (and decreases deception) towards civs they are no longer friends with, and who have previously refused to go on coop wars with them
- If above 7, boosts the AI's aggression towards civs that side with their protected City-State when the AI bullies/attacks it
- Increases the AI's friendliness towards civs who are at war with or have denounced their biggest competitor or biggest World Congress rival
- Increases the AI's aggression towards nearby early game competitors
- Increases the AI's aggression if they're going for World Conquest in the Medieval Era or later, or if they've already conquered at least one other major civ
- Increases the AI's aggression if they have bonuses which favor going to war
- Increases the AI's willingness to adopt the HOSTILE approach if their opinion of a player is sufficiently negative

DoUpdatePeaceTreatyWillingness()
- Reduces the AI's desire for peace when enemy cities are endangered by the AI's side
- Reduces the AI's desire for peace when their war score is negative

DetermineVassalTaxRates()
- Increases the AI's willingness to raise vassal tax rates

GetPlayerDemandValueScore()
- Increases the value of AI trade demands made of others (i.e. how much they will attempt to extort)

DoSendStatementToPlayer()
- Increases the AI's likelihood of declaring war when a human refuses a demand
- Increases the AI's likelihood of declaring war when insulted
- Increases the AI's likelihood of declaring war when a human sides with their protected City-State when the AI bullies/attacks it

DoHostileStatement()
DoAngryBefriendedEnemy()
DoAngryDenouncedFriend()
DoFYIBefriendedHumanEnemy()
DoFYIDenouncedHumanFriend()
- Increases the AI's likelihood of sending these messages

IsDenounceFriendAcceptable()
- Increases the AI's willingness to denounce a friend if the AI is going for Domination Victory and competing for victory, but only if the friend is close and a favorable target

GetAngryAboutSidedWithProtectedMinorScore()
- If above 7, increases negative opinion towards civs that sided with their protected City-State when the AI bullies/attacks it

CvGrandStrategyAI::GetConquestPriority()
- Increases the AI's desire for Domination Victory

CvReligionAI::ScoreBeliefForPlayer()
- Increases the AI's desire for beliefs which aid in waging war
- If above 7, reduces the AI's desire to adopt beliefs which grant Happiness based on the # of followers in cities you're not at war with
- Reduces the AI's desire for beliefs which boost Missionary spread


Chattiness (NOTE: The XML value is 4 for all leaders!)
How much does this AI leader like to pop up and talk?
Spoiler :

DoHappyDenouncedEnemy()
DoHappyBefriendedFriend()
DoFYIDenouncedHumanEnemy()
DoFYIBefriendedHumanFriend()
DoHappySamePolicyTree()
DoWeLikedTheirProposal()
DoWeDislikedTheirProposal()
- Increases the AI's likelihood of sending these messages



Backstabber Flag
The "backstabber flag" causes a civ to be much more willing to backstab others as well as overlook backstabbing by others.

There are three ways it can be activated:
1) If the leader's Loyalty flavor is 1 or 2 at game start, it is activated indefinitely, regardless of penalties being cleared.

2) If the leader is Gandhi, Random Personalities is off (or Enable Nuclear Gandhi was set to 2, overriding Random Personalities), Enable Nuclear Gandhi is on, and Gandhi owns or has used nuclear weapons, it is activated indefinitely, regardless of penalties being cleared.
3) If the leader declares war on one of their friends, the backstabber flag is temporarily set for them until 100 turns have passed since the last time they backstabbed a friend, scaling with game speed. The backstabber flag is NOT activated by this if, at the time of declaring war, the AI considered the player they backstabbed a backstabber, or the "ever backstabbed me" flag was activated for that player.

The backstabber flag is cleared and cannot be activated if the leader is a vassal of someone. It is also cleared if the player is killed.

Effects of the Backstabber Flag

Spoiler :

DoTestOnePlayerUntrustworthyFriend()
- The AI ignores all backstabbing of players who aren't themselves, friends or allies, unless the backstabber is considered dangerous to the AI

IsWillingToAttackFriend()
- The AI is willing to declare war on friends in the Ancient or Classical era
- The AI ignores the reluctance to declaring war on friends based on its Loyalty flavor
- The AI is a bit more willing to declare war on friends while the backstab timer of 10 turns is still in effect
- Backstabbing one friend is considered a good enough reason to backstab another

SelectBestApproachTowardsMajorCiv()
- Increases the number of reasons why the AI would be willing to take advantage of an opportunity attack
- If the AI is going for Domination Victory in the Medieval Era or later, or has conquered at least one other civ, increases friendship and decreases hostility with other civs that also have the backstabber flag, if they're not untrustworthy to this AI

DoUpdateWarTargets()
- The AI is willing to go to war if their approach is DECEPTIVE

DoUpdatePeaceTreatyWillingness()
- Reduces the AI's desire for peace when enemy cities are endangered by the AI's side

IsDenounceFriendAcceptable()
- The AI is considerably more likely to backstab a friend by denouncing them
- The AI ignores other civs with the backstabber flag when deciding whether to denounce a friend

GetCivilianKillerGlobalScore()
- Ignores the global opinion penalty for killing civilians, except if the civilians belonged to a friend or ally

IsTryingToLiberate()
- Backstabbers won't go out of their way to liberate cities, except those formerly owned by teammates

IsEndVassalageRequestAcceptable()
- The AI will never agree to grant a vassal independence peacefully unless they're AFRAID


Multiplayer Note: If a player's state switched from AI to human or human to AI between last turn and this turn, flavors will be reset. If an AI player is taken over by a human and then becomes an AI again, it is possible that the new flavors will be different from the old ones. In the case of the Loyalty flavor, this can activate (or deactivate) the backstabber flag.


Major Civ Approach Biases
Major Civ Approach Biases determine the AI's bias towards each of the seven Approaches: WAR, HOSTILE, DECEPTIVE, GUARDED, AFRAID, NEUTRAL, FRIENDLY.

These biases are randomized and capped in the same way as Personality Flavors are (see above).

For the most part, the approach biases only matter relative to each other. That is to say, a WAR bias of 5 and a HOSTILE bias of 3 are equivalent to a WAR bias of 9 and a HOSTILE bias of 7. The larger the difference between two biases, the more likely the AI is to adopt that approach.


The biases are added many times to the scores for each approach in SelectBestApproachTowardsMajorCiv(). The amount of times each bias is added is based on the current game conditions (some conditions are more meaningful than others).

There are also a few additional effects of the approach biases:
Spoiler :

SelectDefaultVictoryPursuits()
- Domination Victory: WAR and HOSTILE encourage it, FRIENDLY and AFRAID discourage it
- Diplomatic Victory: DECEPTIVE and FRIENDLY encourage it, WAR and HOSTILE discourage it
- Cultural Victory: NEUTRAL and FRIENDLY encourage it, HOSTILE and GUARDED discourage it
- Science Victory: NEUTRAL and GUARDED encourage it, WAR and DECEPTIVE discourage it

SelectApproachTowardsMaster()
- The AFRAID bias increases the likelihood of a vassal AI being AFRAID of their master

SelectBestApproachTowardsMajorCiv()
- If the DECEPTIVE bias is at least 2 above the FRIENDLY bias, sometimes increases the AI's likelihood to adopt the DECEPTIVE approach

DoUpdateWarTargets()
- If the DECEPTIVE bias is at least 2 above the FRIENDLY bias, allows the AI the option to shift from the DECEPTIVE approach directly to the WAR approach

GetMoveTroopsRequestResponse()
- Higher FRIENDLY and NEUTRAL bias increases the likelihood of promising not to declare war when prompted
- Higher WAR bias increases the likelihood of declaring war when prompted

CvCitySpecializationAI::WeightProductionSubtypes()
- Higher WAR bias = higher desire to build a standing army

CvGrandStrategyAI::GetConquestPriority()
- Higher WAR, HOSTILE, DECEPTIVE bias = more likely to pick Domination Victory
- Higher FRIENDLY bias = less likely to pick Domination Victory



Multiplayer Note: If a player's state switched from AI to human or human to AI between last turn and this turn, approach biases will be reset. If an AI player is taken over by a human and then becomes an AI again, it is possible that the new approach biases will be different from the old ones.


Minor Civ (City-State) Approach Biases
Minor Civ Approach Biases determine the AI's bias towards each of the four Approaches that can be adopted towards City-States: WAR, HOSTILE, NEUTRAL, FRIENDLY.

These biases are randomized and capped in the same way as Personality Flavors and Major Civ Approach Biases are (see above), with one big exception: in the XML, the approaches are Ignore, Bully, Conquest, Friendly and Protective. The DLL merges Friendly and Protective into one approach (FRIENDLY), taking the highest value out of the two. Ignore becomes NEUTRAL, Bully becomes HOSTILE, and Conquest becomes WAR.

In addition, the default value for a Minor Civ Approach Bias that isn't specified is -1 (which will always result in a value of 1) instead of 5. This change was made so that modders of custom civs who specify, for example, a 3 for Protective but nothing for Friendly, would not end up with a value of 5 for friendliness instead of the intended 3.

For the most part, the approach biases only matter relative to each other. That is to say, a WAR bias of 5 and a HOSTILE bias of 3 are equivalent to a WAR bias of 9 and a HOSTILE bias of 7. The larger the difference between two biases, the more likely the AI is to adopt that approach.


The biases are added many times to the scores for each approach in SelectBestApproachTowardsMinorCiv(). The amount of times each bias is added is based on the current game conditions (some conditions are more meaningful than others).

Also, the FRIENDLY approach bias towards City-States determines the duration of the diplomatic penalties for attacking and killing the AI's protected City-States. The higher the bias, the longer this penalty lasts.

Multiplayer Note: If a player's state switched from AI to human or human to AI between last turn and this turn, approach biases will be reset. If an AI player is taken over by a human and then becomes an AI again, it is possible that the new approach biases will be different from the old ones.


Default Victory Pursuits
At the start of each game, the AI picks two default victory pursuits: a primary victory pursuit and a secondary victory pursuit.

For human players, the shadow AI also picks default primary victory pursuits in this function, but the selection process is different.

NOTE: These are not the same as the AI's CURRENT victory pursuit, which is updated every turn.
Effects of Any Primary Victory Pursuit on DoUpdateCurrentVictoryPursuit():

- For human players, the Primary Victory Pursuit is always the victory condition they will "go for".
- If the AI is not competing for victory, the Primary Victory Pursuit is always the victory condition they will go for.
- If the AI is competing for victory but the era is Ancient or Classical and the AI hasn't conquered another civ (for Domination Victory), the Primary Victory Pursuit is always the victory condition they will go for.
- If the AI is competing for victory but the era is pre-Renaissance (for other victories), the Primary Victory Pursuit is always the victory condition they will go for.
- Otherwise the AI will select its current victory pursuit based on Grand Strategy AI.

The AI performs the selection of default victory pursuits in SelectDefaultVictoryPursuits(). The selection process is documented below in plaintext:


SelectDefaultVictoryPursuits()
Code:
Picks a primary and a secondary victory pursuit.

[STEP 1. What options are available?]
- If the No Science game option is disabled, Science pursuit is a valid option.
- If the No Policies game option is disabled, Culture pursuit is a valid option.
- If the No Leagues game option is disabled, Diplomatic pursuit is a valid option.
- If the Always Peace game option is disabled, Domination pursuit is a valid option.

If no options are valid, set primary and secondary victory pursuit to NO_PURSUIT and exit.

If one option is valid, set that option as the primary victory pursuit, set the secondary victory pursuit to NO_PURSUIT, and exit.


[STEP 2. Eternal Victory Pursuit]
If the AI has an override to always pursue a specific victory condition (if enabled; in Domination Victory's case, it is valid if it's possible to eliminate all other players), set it now.

Overrides can be set individually for a leader by setting one of the following flavors to -12:
- Boldness (Domination)
- MinorCivCompetitiveness (Diplomatic)
- WonderCompetitiveness (Culture)
- WarmongerHate (Science)

Overrides can also be set globally by setting Limit Victory Pursuit Randomization to 3 in DiploAIOptions.sql.

The global override, if for a valid victory condition, takes precedence over the individual override. It will not take effect if the leader has no primary victory pursuit defined in XML.

The primary victory pursuit is set to the override, and the secondary victory pursuit is set to NO_PURSUIT. Then exit.


[STEP 3. Retrieve Pursuit Hints from XML]
Each civ can have a primary and secondary victory pursuit hint in XML. These hints tell the diplo AI which victory pursuit it would be best suited for.

If Random Personalities was enabled *and* more than 2 valid pursuit options are available, then the personality type is used instead of the leader type when retrieving these hints.

If the modder has specified no primary hint but has specified a secondary hint, the primary hint becomes the secondary hint, and the secondary hint becomes NO_PURSUIT.

If the primary and secondary hints are the same, the secondary hint becomes NO_PURSUIT.

It is possible for there to be no pursuit hints, for generalist civs.


[STEP 4. Are only two options available?]
Determine what those two options are.

If one of the options is the primary hint, pick that option as the primary pursuit and the other one as the secondary pursuit.

Otherwise, if one of the options is the secondary hint, pick that option as the primary pursuit and the other one as the secondary pursuit.

If we haven't picked pursuits yet, access player traits and run the following checks in this order of priority:
1. If Domination is a valid pursuit and this civ's UA grants warmonger bonuses, pick Domination as the primary pursuit and the other option as the secondary pursuit.
2. If Diplomatic is a valid pursuit and this civ's UA grants diplomacy bonuses, pick Diplomatic as the primary pursuit and the other option as the secondary pursuit.
3. If Culture is a valid pursuit and this civ's UA grants culture bonuses, pick Culture as the primary pursuit and the other option as the secondary pursuit.
4. If Science is a valid pursuit and this civ's UA grants science bonuses, pick Science as the primary pursuit and the other option as the secondary pursuit.
5. If Domination is a valid pursuit and this civ's UA grants bonuses to wide play, pick Domination as the primary pursuit and the other option as the secondary pursuit.
6. If Diplomatic is a valid pursuit and this civ's UA grants bonuses to wide play, pick Diplomatic as the primary pursuit and the other option as the secondary pursuit.
7. If Culture is a valid pursuit and this civ's UA grants bonuses to tall play, pick Culture as the primary pursuit and the other option as the secondary pursuit.
8. If Science is a valid pursuit and this civ's UA grants bonuses to tall play, pick Science as the primary pursuit and the other option as the secondary pursuit.

If we still haven't picked pursuits yet, the primary pursuit is picked with this order of priority (only considering valid options)...
1. Domination
2. Diplomatic
3. Culture
4. Science

...and the other option is picked as the secondary pursuit.
Exit the function now.


[STEP 5. Human Victory Pursuit Selection (3+ Valid Options)]
Only run this step if the player is currently a human.

If the secondary hint is not a valid pursuit, set the secondary hint to NO_PURSUIT.

If the primary hint is not a valid pursuit, set the primary hint to NO_PURSUIT. However, if the secondary hint is a valid option, use the secondary hint as the primary hint, and then set the secondary hint to NO_PURSUIT.

After this validity check, if there is a primary hint, pick that as the primary pursuit. If there is a secondary hint, then pick that as the secondary pursuit, otherwise don't pick a secondary pursuit.

If we haven't picked pursuits yet, access player traits and run the following checks in this order of priority:
1. If Domination is a valid pursuit and this civ's UA grants warmonger bonuses, pick Domination as the primary pursuit.
2. If Diplomatic is a valid pursuit and this civ's UA grants diplomacy bonuses, pick Diplomatic as the primary pursuit.
3. If Culture is a valid pursuit and this civ's UA grants culture bonuses, pick Culture as the primary pursuit.
4. If Science is a valid pursuit and this civ's UA grants science bonuses, pick Science as the primary pursuit.
5. If Domination is a valid pursuit and this civ's UA grants bonuses to wide play, pick Domination as the primary pursuit.
6. If Diplomatic is a valid pursuit and this civ's UA grants bonuses to wide play, pick Diplomatic as the primary pursuit.
7. If Culture is a valid pursuit and this civ's UA grants bonuses to tall play, pick Culture as the primary pursuit.
8. If Science is a valid pursuit and this civ's UA grants bonuses to tall play, pick Science as the primary pursuit.
In all of these cases, no secondary pursuit is picked.

If we still haven't picked pursuits yet, the primary pursuit is picked with this order of priority (only considering valid options)...
1. Domination
2. Diplomatic
3. Culture (Science in Community Patch only)
4. Science (Culture in Community Patch only)
In all of these cases, no secondary pursuit is picked.

Exit the function now.


[STEP 6. AI Scoring of Victory Pursuits (3+ Valid Options)]
Random = a random number between 1 and 10 (1 and 20 if Random Personalities are enabled), re-randomized each time.
All four victory pursuit scores start at 0.

A. Base Weights
- Base weight for Domination pursuit = (Highest of WAR and HOSTILE biases) - (Highest of FRIENDLY and AFRAID biases)
- Base weight for Diplomatic pursuit = (Highest of DECEPTIVE and FRIENDLY biases) - (Highest of WAR and HOSTILE biases)
- Base weight for Culture pursuit = (Highest of NEUTRAL and FRIENDLY biases) - (Highest of HOSTILE and GUARDED biases)
- Base weight for Science pursuit = (Highest of NEUTRAL and GUARDED biases) - (Highest of WAR and DECEPTIVE biases)

B. Domination Weight
If Domination isn't a valid pursuit, set score to -100. Otherwise...
- Add Boldness to the score.
- Add Meanness to the score.
- Add Offense flavor / 2 (rounded down) to the score.
- Add Expansion flavor / 2 (rounded down) to the score.
- Add Random to the score.

C. Diplomatic Weight
If Diplomatic isn't a valid pursuit, set score to -100. Otherwise...
- Add DiploBalance to the score.
- Add MinorCivCompetitiveness to the score.
- Add Diplomacy flavor / 2 (rounded down) to the score.
- Add Gold flavor / 2 (rounded down) to the score.
- Add Random to the score.

D. Culture Weight
If Culture isn't a valid pursuit, set score to -100. Otherwise...
- Add DoFWillingness to the score.
- Add WonderCompetitiveness to the score.
- Add Wonder flavor / 2 (rounded down) to the score.
- Add Culture flavor / 2 (rounded down) to the score.
- Add Random to the score.

E. Science Weight
If Science isn't a valid pursuit, set score to -100. Otherwise...
- Add Loyalty to the score.
- Add WarmongerHate to the score.
- Add Science flavor / 2 (rounded down) to the score.
- Add Growth flavor / 2 (rounded down) to the score.
- Add Random to the score.

F. Pursuit Hints
- If there is a primary pursuit hint and no secondary pursuit hint (in XML), add 8 to the primary hint's pursuit.
- If there is a primary pursuit hint and a secondary pursuit hint (in XML), add 5 to the primary hint's pursuit and 3 to the secondary hint's pursuit.

G. Factor in Number of City-States
- If there are more major civs ever alive than City-States in the game, subtract 5 from Diplomatic pursuit.
- If the number of City-States in the game is <= half the number of major civs ever alive (rounded down), subtract another 5 from Diplomatic pursuit.

H. Disabled Victory Conditions
- If Domination Victory is disabled, subtract 10 (15 if Random Personalities is enabled) from Domination pursuit.
- If Diplomatic Victory is disabled, subtract 10 (15 if Random Personalities is enabled) from Diplomatic pursuit.
- If Culture Victory is disabled, subtract 10 (15 if Random Personalities is enabled) from Culture pursuit.
- If Science Victory is disabled, subtract 10 (15 if Random Personalities is enabled) from Science pursuit.

I. Sort The Scores
Sort the scores from highest to lowest. If two or more scores are tied, they are listed in the order: Domination, Diplomatic, Culture, Science (this is relevant in the next step).


[STEP 7. AI Selection of Primary Victory Pursuit]
If the Limit Victory Pursuit DiploAIOption is enabled, the AI will always pick their primary victory pursuit hint from XML here unless that victory condition is disabled or unachievable.

If there is one victory pursuit with the highest score, that one is selected.

If the top two scoring options are tied after Step 5 (note: it only considers the top two even if there's a 3- or 4-way tie):
- If one of the options is the primary pursuit hint, pick that one as the primary pursuit.
- If one of the options is the secondary pursuit hint, pick that one as the primary pursuit.

If we haven't picked pursuits yet, access player traits and run the following checks in this order of priority:
1. If the first option in the list is Domination and this civ's UA grants warmonger bonuses, pick Domination as the primary pursuit.
2. If the first option in the list is Diplomatic and this civ's UA grants diplomacy bonuses, pick Diplomatic as the primary pursuit.
3. If the first option in the list is Culture and this civ's UA grants culture bonuses, pick Culture as the primary pursuit.
4. If the first option in the list is Science and this civ's UA grants science bonuses, pick Science as the primary pursuit.
5. If the second option in the list is Domination and this civ's UA grants warmonger bonuses, pick Domination as the primary pursuit.
6. If the second option in the list is Diplomatic and this civ's UA grants diplomacy bonuses, pick Diplomatic as the primary pursuit.
7. If the second option in the list is Culture and this civ's UA grants culture bonuses, pick Culture as the primary pursuit.
8. If the second option in the list is Science and this civ's UA grants science bonuses, pick Science as the primary pursuit.
9. If the first option in the list is Domination or Diplomacy and this civ's UA grants bonuses to wide play, pick the first option in the list as the primary pursuit.
10. If the first option in the list is Science or Culture and this civ's UA grants bonuses to tall play, pick the first option in the list as the primary pursuit.
11. If the second option in the list is Domination or Diplomacy and this civ's UA grants bonuses to wide play, pick the second option in the list as the primary pursuit.
12. If the second option in the list is Science or Culture and this civ's UA grants bonuses to tall play, pick the second option in the list as the primary pursuit.
13. Pick the first option in the list as the primary pursuit.


[STEP 8. AI Selection of Secondary Victory Pursuit]

SCENARIO 1: The chosen primary pursuit is the same as the primary pursuit hint in XML.
If there is a secondary pursuit hint AND that pursuit is a valid option AND that pursuit's victory condition isn't disabled AND Random Personalities isn't enabled:
- Pick the secondary pursuit hint as the secondary pursuit.

SCENARIO 2: Scenario 1's conditions were not met, and Limit Victory Pursuit Randomization is set to 2.
- Do not pick a secondary pursuit.

SCENARIO 3: The chosen primary pursuit is different from the primary pursuit hint in XML, but there is a primary pursuit hint in XML (not NO_PURSUIT).
If the primary pursuit hint's pursuit is a valid option AND that pursuit's victory condition isn't disabled AND Random Personalities isn't enabled:
- Pick the primary pursuit hint as the secondary pursuit.

SCENARIO 4: There is no primary (or secondary; see above) pursuit hint in XML, OR the pursuit hint was invalid in Scenario 1 or 3.
If the chosen primary pursuit was the option with the highest score (or the first listed option, if there was a tiebreaker):
- Pick the runner-up (or the second listed option) as a secondary pursuit.
- Otherwise, pick the option with the highest score (or the first listed option) as a secondary pursuit.

Multiplayer Note: If a player's state switched from AI to human or human to AI between last turn and this turn, DoSelectDefaultVictoryPursuits() will be run. If an AI player is taken over by a human and then becomes an AI again, it is possible that the new victory pursuits will be different from the old ones.


Effects of Domination Pursuit:
Spoiler :

Spoiler As a Primary or Secondary Pursuit :

DoUpdateEasyTargets()
- Makes the AI more willing to consider stronger players (militarily) as easy or acceptable targets for war

SelectBestApproachTowardsMajorCiv()
- Increases the AI's aggression towards civs they have territorial disputes with (enhanced if primary pursuit)
- Increases the AI's friendliness towards civs they don't have territorial disputes with (enhanced if primary pursuit)
- Increases the AI's aggression towards players that are expanding recklessly without the military to support it
- Increases the AI's aggression towards players that are spamming World Wonders
- If Fealty adopted and the Modern Era has not been reached, increases friendliness and lowers aggression towards civs with the same religion
- If Fealty adopted and the Modern Era has not been reached, increases aggression and lowers friendliness towards civs with opposing religions (unless ignored)

IsEarlyGameCompetitor()
- Makes the AI more aggressive towards nearby civs who are recklessly expanding or spamming World Wonders in the early game

IsEndDoFAcceptable()
- Increases the AI's willingness to end a Declaration of Friendship prematurely if the other player broke or ignored an expansion or land buying promise
- Increases the AI's willingness to end a Declaration of Friendship prematurely if they have territorial disputes with the other player

GetRecklessExpanderScore()
- Increases negative opinion towards civs that are expanding recklessly without the military to support it

GetWonderSpammerScore()
- Increases negative opinion towards civs that are spamming World Wonders

Spoiler As a Primary Pursuit only :

IsWillingToAttackFriend()
- Makes the AI more willing to consider stronger players (militarily) as easy or acceptable targets for war

SelectBestApproachTowardsMajorCiv()
- Increases the number of reasons why the AI would be willing to take advantage of an opportunity attack
- Increases aggression towards close or neighboring civs that have conquered others, after the Medieval Era (only if they're "easy targets")
- Increases the AI's aggression towards nearby early game competitors
- Increases the AI's general aggression towards everyone, especially if they have an active Unique Unit

GetLandDisputeLevelScore()
- Increases negative opinion towards civs the AI has territorial disputes with
- Increases positive opinion towards civs the AI doesn't have territorial disputes with


Effects of Diplomatic Pursuit:
Spoiler :

Spoiler As a Primary or Secondary Pursuit :

SelectBestApproachTowardsMajorCiv()
- Increases the AI's aggression towards civs that are competing with them for City-State Influence (enhanced if primary pursuit)
- Sometimes increases the AI's friendliness towards civs that are not competing with them for City-State Influence (enhanced if primary pursuit)
- If Statecraft adopted, increases aggression towards City-State Influence competitors, civs attacking/killing/couping their protected City-States, and their biggest World Congress rival
- If Statecraft adopted, increases friendliness towards everyone else (except backstabbers), especially their biggest World Congress ally, if any
- If Industry adopted, increases friendliness towards civs they're receiving favorable trade deals or receiving trade routes from

IsEndDoFAcceptable()
- Increases the AI's willingness to end a Declaration of Friendship prematurely if the other player broke or ignored a "stop bullying/attacking our protected City-States" promise

GetDenounceWeight()
- Increases the AI's chances of denouncing a player if City-States have given them a quest to do so

GetDiplomatScore()
- Sometimes increases the diplo bonus for having a Diplomat in the AI's capital

GetPtPSameCSScore()
- Sometimes increases the diplo bonus for Pledging to Protect the same City-States

GetVotingHistoryOpinionScore()
GetLikedTheirProposalScore()
GetDislikedTheirProposalScore()
GetSupportedOurProposalScore()
GetSupportedMyHostingScore()
GetSanctionedUsScore()
- Increases these bonuses and penalties

CvGameDeals::ActivateDeal()
- Increases the AI's bonus to recent assistance to the broker of third party peace (if their friends/allies are the ones spared)
- Increases the AI's penalty to recent assistance when a third party war deal is made (to both parties, if their friends/allies are the ones targeted)

Spoiler As a Primary Pursuit only :

SelectBestApproachTowardsMajorCiv()
- Increases the AI's friendliness, in general

DoUpdatePeaceTreatyWillingness()
- Reduces the AI's desire for peace in certain circumstances when their enemy has captured a city they want to liberate

GetMinorCivDisputeLevelScore()
- Increases negative opinion towards civs that are competing with them for City-State Influence
- Sometimes increases positive opinion towards civs that are not competing with them for City-State Influence

IsTryingToLiberate()
- Increases the AI's desire to liberate cities


Effects of Culture Pursuit:
Spoiler :

Spoiler As a Primary or Secondary Pursuit :

SelectBestApproachTowardsMajorCiv()
- Increases the AI's aggression towards civs that are competing with them for World Wonders (enhanced if primary pursuit, especially if Tradition/Artistry adopted and for civs spamming Wonders)
- Sometimes increases the AI's friendliness towards civs that are not competing with them for World Wonders (enhanced if primary pursuit, especially if Tradition adopted)
- Increases the AI's aggression towards civs that are competing with them for policy count (enhanced if primary pursuit)
- Sometimes increases the AI's friendliness towards civs that are not competing with them for policy count (enhanced if primary pursuit)
- Increases the AI's aggression towards civs that are spamming World Wonders
- If Artistry adopted, increases aggression towards civs that have cultural influence over them or have stolen artifacts
- If Artistry adopted, increases friendliness towards civs that don't have influence over them, haven't stolen artifacts, and aren't competing for or spamming World Wonders

IsEarlyGameCompetitor()
- Makes the AI more aggressive towards nearby civs who are spamming World Wonders in the early game

IsEndDoFAcceptable()
- Increases the AI's willingness to end a Declaration of Friendship prematurely if the other player broke or ignored a "stop excavating our artifacts" promise

Spoiler As a Primary Pursuit only :

DoUpdatePolicyBlockLevels()
- Increases the AI's aggression towards civs that are competing with them for policy count

SelectBestApproachTowardsMajorCiv()
- Increases the AI's friendliness, in general
- Sometimes increases the AI's friendliness towards civs following the same Ideology
- Increases the AI's aggression towards civs following an opposing Ideology (unless ignored)
- Sometimes increases the AI's friendliness towards civs at war with or who have denounced their ideological opponents
- Sometimes increases the AI's friendliness towards civs of the same ideology if they've made a mutual DoF/DP with someone of the same ideology

GetWonderDisputeLevelScore()
- Increases negative opinion towards civs that are beating them to World Wonders
- Sometimes increases positive opinion towards civs that are not beating them to World Wonders

GetPolicyBlockLevelScore()
- Required to have this pursuit, or this modifier (either positive or negative) isn't applied at all
- Increases negative opinion towards civs who are competing with them for policy count
- Increases positive opinion towards civs who are not competing with them for policy count

GetIdeologyScore()
- Increases the AI's friendliness towards civs following the same Ideology
- Increases the AI's aggression towards civs following an opposing Ideology (unless ignored)


Effects of Science Pursuit:
Spoiler :

Spoiler As a Primary or Secondary Pursuit :

SelectBestApproachTowardsMajorCiv()
- Increases the AI's aggression towards civs that are competing with them for tech count (enhanced if primary pursuit, especially if Rationalism adopted)
- Sometimes increases the AI's friendliness towards civs that are not competing with them for tech count (enhanced if primary pursuit, especially if Rationalism adopted)
- If Progress adopted, increases the AI's friendliness and neutrality in the early game (if early game competitors, also increases GUARDED and DECEPTIVE approaches)

IsEndDoFAcceptable()
- Increases the AI's willingness to end a Declaration of Friendship prematurely if the other player broke or ignored a "stop spying on us" promise

Spoiler As a Primary Pursuit only :

DoUpdateEasyTargets()
- Makes the AI less willing to consider stronger players (militarily) as easy or acceptable targets for war

SelectBestApproachTowardsMajorCiv()
- Increases the AI's neutrality, in general, especially in the early game
- Increases the AI's friendliness towards civs it has a current Research Agreement with

GetTechBlockLevelScore()
- Required to have this pursuit, or this modifier (either positive or negative) isn't applied at all
- Increases negative opinion towards civs who are competing with them for tech count
- Increases positive opinion towards civs who are not competing with them for tech count

GetResearchAgreementScore()
- Increases positive opinion towards civs the AI has a current Research Agreement with




Leader Flavors and Victory Pursuit Hints in Community Patch Only
In the Community Patch only version, leaders' flavors are mostly unaltered from vanilla BNW, but they have been given victory pursuit hints. The exception is Chattiness, which has been set to 4 for all leaders.

They are not unaltered for balance reasons; rather, no one has had enough interest/motivation to critically evaluate all the diplomacy flavors for each leader in Community Patch only, as was done for Vox Populi in this thread. Should anyone have any proposals or desires to discuss the Community Patch only flavors, they are encouraged to speak up.

For your convenience, here is a list of each civ's flavors, biases and victory pursuit hints:

Spoiler :

Spoiler Ahmad al-Mansur (Morocco) :

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: Culture

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 5/10
Guarded Approach: 6/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 8/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 5/10
Boldness: 4/10
DiploBalance: 5/10
WarmongerHate: 5/10
DoFWillingness: 6/10
DenounceWillingness: 5/10
Loyalty: 6/10
Forgiveness: 5/10
Neediness: 6/10
Meanness: 5/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 4/10

Spoiler Alexander (Greece) :

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: Domination

War Approach: 6/10
Hostile Approach: 7/10
Deceptive Approach: 4/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 4/10
Friendly Approach: 5/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 3/10
Boldness: 8/10
DiploBalance: 3/10
WarmongerHate: 2/10
DoFWillingness: 4/10
DenounceWillingness: 7/10
Loyalty: 4/10
Forgiveness: 5/10
Neediness: 4/10
Meanness: 7/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 3/10
War Approach (City-State): 4/10

Spoiler Ashurbanipal (Assyria) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Science

War Approach: 8/10
Hostile Approach: 6/10
Deceptive Approach: 4/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 5/10
Friendly Approach: 5/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 3/10
Boldness: 6/10
DiploBalance: 5/10
WarmongerHate: 4/10
DoFWillingness: 5/10
DenounceWillingness: 6/10
Loyalty: 5/10
Forgiveness: 4/10
Neediness: 4/10
Meanness: 5/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 7/10

Spoiler Askia (Songhai) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 7/10
Hostile Approach: 6/10
Deceptive Approach: 3/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Neutral Approach: 5/10
Friendly Approach: 6/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 8/10
MinorCivCompetitiveness: 4/10
Boldness: 7/10
DiploBalance: 6/10
WarmongerHate: 4/10
DoFWillingness: 6/10
DenounceWillingness: 5/10
Loyalty: 6/10
Forgiveness: 4/10
Neediness: 4/10
Meanness: 6/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 5/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 8/10

Spoiler Attila (The Huns) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 8/10
Hostile Approach: 8/10
Deceptive Approach: 8/10
Guarded Approach: 3/10
Afraid Approach: 3/10
Neutral Approach: 5/10
Friendly Approach: 3/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 3/10
MinorCivCompetitiveness: 3/10
Boldness: 8/10
DiploBalance: 4/10
WarmongerHate: 3/10
DoFWillingness: 3/10
DenounceWillingness: 6/10
Loyalty: 4/10
Forgiveness: 4/10
Neediness: 3/10
Meanness: 8/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 7/10

Spoiler Augustus Caesar (Rome) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 6/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 4/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 8/10
Boldness: 6/10
DiploBalance: 7/10
WarmongerHate: 4/10
DoFWillingness: 5/10
DenounceWillingness: 7/10
Loyalty: 4/10
Forgiveness: 4/10
Neediness: 7/10
Meanness: 7/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 6/10

Spoiler Bismarck (Germany) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Diplomatic

War Approach: 6/10
Hostile Approach: 4/10
Deceptive Approach: 7/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Neutral Approach: 4/10
Friendly Approach: 7/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 7/10
Boldness: 4/10
DiploBalance: 8/10
WarmongerHate: 6/10
DoFWillingness: 6/10
DenounceWillingness: 8/10
Loyalty: 6/10
Forgiveness: 6/10
Neediness: 7/10
Meanness: 4/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 7/10

Spoiler Boudicca (The Celts) :

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 6/10
Friendly Approach: 4/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 5/10
Boldness: 6/10
DiploBalance: 4/10
WarmongerHate: 4/10
DoFWillingness: 4/10
DenounceWillingness: 6/10
Loyalty: 6/10
Forgiveness: 3/10
Neediness: 5/10
Meanness: 7/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 6/10

Spoiler Casimir III (Poland) :

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 3/10
Guarded Approach: 7/10
Afraid Approach: 6/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 6/10
Boldness: 6/10
DiploBalance: 6/10
WarmongerHate: 7/10
DoFWillingness: 6/10
DenounceWillingness: 4/10
Loyalty: 7/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 4/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 5/10

Spoiler Catherine (Russia) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Science

War Approach: 4/10
Hostile Approach: 6/10
Deceptive Approach: 7/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 7/10
Boldness: 3/10
DiploBalance: 6/10
WarmongerHate: 5/10
DoFWillingness: 6/10
DenounceWillingness: 6/10
Loyalty: 6/10
Forgiveness: 4/10
Neediness: 6/10
Meanness: 4/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 7/10

Spoiler Darius I (Persia) :

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: Domination

War Approach: 4/10
Hostile Approach: 3/10
Deceptive Approach: 5/10
Guarded Approach: 6/10
Afraid Approach: 6/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 4/10
Boldness: 3/10
DiploBalance: 5/10
WarmongerHate: 5/10
DoFWillingness: 4/10
DenounceWillingness: 4/10
Loyalty: 7/10
Forgiveness: 3/10
Neediness: 6/10
Meanness: 4/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 5/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 5/10

Spoiler Dido (Carthage) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Diplomatic

War Approach: 7/10
Hostile Approach: 6/10
Deceptive Approach: 8/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 4/10
Friendly Approach: 6/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 5/10
Boldness: 6/10
DiploBalance: 5/10
WarmongerHate: 4/10
DoFWillingness: 6/10
DenounceWillingness: 5/10
Loyalty: 6/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 4/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 4/10

Spoiler Elizabeth (England) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Science

War Approach: 4/10
Hostile Approach: 7/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 4/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 8/10
Boldness: 4/10
DiploBalance: 7/10
WarmongerHate: 7/10
DoFWillingness: 4/10
DenounceWillingness: 6/10
Loyalty: 5/10
Forgiveness: 5/10
Neediness: 7/10
Meanness: 6/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 6/10

Spoiler Enrico Dandolo (Venice) :

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 3/10
Hostile Approach: 4/10
Deceptive Approach: 7/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 3/10
MinorCivCompetitiveness: 7/10
Boldness: 3/10
DiploBalance: 5/10
WarmongerHate: 5/10
DoFWillingness: 7/10
DenounceWillingness: 6/10
Loyalty: 3/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 3/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 3/10
War Approach (City-State): 3/10

Spoiler Gajah Mada (Indonesia) :

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 6/10
Deceptive Approach: 6/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 4/10
Friendly Approach: 5/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 5/10
Boldness: 6/10
DiploBalance: 5/10
WarmongerHate: 5/10
DoFWillingness: 5/10
DenounceWillingness: 6/10
Loyalty: 4/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 5/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 3/10

Spoiler Gandhi (India) :

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: Culture

War Approach: 2/10
Hostile Approach: 4/10
Deceptive Approach: 3/10
Guarded Approach: 7/10
Afraid Approach: 3/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 2/10
WonderCompetitiveness: 3/10
MinorCivCompetitiveness: 3/10
Boldness: 2/10
DiploBalance: 4/10
WarmongerHate: 7/10
DoFWillingness: 8/10
DenounceWillingness: 6/10
Loyalty: 7/10
Forgiveness: 3/10
Neediness: 7/10
Meanness: 3/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 3/10

Spoiler Genghis Khan (Mongolia) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 7/10
Hostile Approach: 6/10
Deceptive Approach: 3/10
Guarded Approach: 4/10
Afraid Approach: 2/10
Neutral Approach: 5/10
Friendly Approach: 6/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 3/10
Boldness: 8/10
DiploBalance: 4/10
WarmongerHate: 4/10
DoFWillingness: 5/10
DenounceWillingness: 5/10
Loyalty: 7/10
Forgiveness: 3/10
Neediness: 5/10
Meanness: 6/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 3/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 8/10

Spoiler Gustavus Adolphus (Sweden) :

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 7/10
Hostile Approach: 5/10
Deceptive Approach: 3/10
Guarded Approach: 4/10
Afraid Approach: 4/10
Neutral Approach: 6/10
Friendly Approach: 6/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 5/10
Boldness: 5/10
DiploBalance: 7/10
WarmongerHate: 5/10
DoFWillingness: 6/10
DenounceWillingness: 5/10
Loyalty: 6/10
Forgiveness: 6/10
Neediness: 4/10
Meanness: 4/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 4/10

Spoiler Haile Selassie (Ethiopia) :

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 3/10
Hostile Approach: 4/10
Deceptive Approach: 4/10
Guarded Approach: 5/10
Afraid Approach: 6/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 4/10
Boldness: 4/10
DiploBalance: 6/10
WarmongerHate: 8/10
DoFWillingness: 6/10
DenounceWillingness: 5/10
Loyalty: 6/10
Forgiveness: 6/10
Neediness: 7/10
Meanness: 4/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 4/10

Spoiler Harald Bluetooth (Denmark) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 6/10
Hostile Approach: 6/10
Deceptive Approach: 4/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 5/10
Friendly Approach: 5/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 4/10
Boldness: 4/10
DiploBalance: 6/10
WarmongerHate: 8/10
DoFWillingness: 6/10
DenounceWillingness: 5/10
Loyalty: 6/10
Forgiveness: 6/10
Neediness: 7/10
Meanness: 4/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 6/10

Spoiler Harun al-Rashid (Arabia) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Diplomatic

War Approach: 3/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 6/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 4/10
Boldness: 3/10
DiploBalance: 5/10
WarmongerHate: 5/10
DoFWillingness: 6/10
DenounceWillingness: 3/10
Loyalty: 6/10
Forgiveness: 6/10
Neediness: 6/10
Meanness: 4/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 4/10

Spoiler Hiawatha (The Iroquois) :

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 3/10
Deceptive Approach: 5/10
Guarded Approach: 4/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 3/10
Boldness: 2/10
DiploBalance: 4/10
WarmongerHate: 6/10
DoFWillingness: 6/10
DenounceWillingness: 4/10
Loyalty: 7/10
Forgiveness: 6/10
Neediness: 7/10
Meanness: 3/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 3/10

Spoiler Isabella (Spain) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Culture

War Approach: 6/10
Hostile Approach: 6/10
Deceptive Approach: 5/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 4/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 4/10
Boldness: 5/10
DiploBalance: 3/10
WarmongerHate: 6/10
DoFWillingness: 7/10
DenounceWillingness: 6/10
Loyalty: 5/10
Forgiveness: 6/10
Neediness: 7/10
Meanness: 4/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 3/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 5/10

Spoiler Kamehameha (Polynesia) :

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 4/10
Deceptive Approach: 4/10
Guarded Approach: 6/10
Afraid Approach: 4/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 3/10
MinorCivCompetitiveness: 5/10
Boldness: 5/10
DiploBalance: 4/10
WarmongerHate: 7/10
DoFWillingness: 7/10
DenounceWillingness: 7/10
Loyalty: 7/10
Forgiveness: 6/10
Neediness: 4/10
Meanness: 4/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 4/10

Spoiler Maria I (Portugal) :

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 3/10
Deceptive Approach: 6/10
Guarded Approach: 6/10
Afraid Approach: 7/10
Neutral Approach: 5/10
Friendly Approach: 6/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 6/10
Boldness: 4/10
DiploBalance: 5/10
WarmongerHate: 5/10
DoFWillingness: 7/10
DenounceWillingness: 7/10
Loyalty: 5/10
Forgiveness: 5/10
Neediness: 6/10
Meanness: 6/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 4/10

Spoiler Maria Theresa (Austria) :

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 3/10
Deceptive Approach: 3/10
Guarded Approach: 6/10
Afraid Approach: 7/10
Neutral Approach: 5/10
Friendly Approach: 6/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 8/10
Boldness: 4/10
DiploBalance: 5/10
WarmongerHate: 7/10
DoFWillingness: 6/10
DenounceWillingness: 7/10
Loyalty: 6/10
Forgiveness: 4/10
Neediness: 6/10
Meanness: 3/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 3/10
War Approach (City-State): 3/10

Spoiler Montezuma (The Aztecs) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Science

War Approach: 8/10
Hostile Approach: 6/10
Deceptive Approach: 7/10
Guarded Approach: 5/10
Afraid Approach: 7/10
Neutral Approach: 5/10
Friendly Approach: 4/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 2/10
MinorCivCompetitiveness: 5/10
Boldness: 9/10
DiploBalance: 5/10
WarmongerHate: 1/10
DoFWillingness: 3/10
DenounceWillingness: 6/10
Loyalty: 4/10
Forgiveness: 4/10
Neediness: 4/10
Meanness: 5/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 3/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 8/10

Spoiler Napoleon (France) :

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 8/10
Hostile Approach: 3/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 2/10
Neutral Approach: 5/10
Friendly Approach: 6/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 7/10
Boldness: 9/10
DiploBalance: 3/10
WarmongerHate: 3/10
DoFWillingness: 4/10
DenounceWillingness: 3/10
Loyalty: 3/10
Forgiveness: 7/10
Neediness: 4/10
Meanness: 6/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 7/10

Spoiler Nebuchadnezzar II (Babylon) :

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: N/A

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 4/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Neutral Approach: 6/10
Friendly Approach: 5/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 8/10
MinorCivCompetitiveness: 4/10
Boldness: 5/10
DiploBalance: 6/10
WarmongerHate: 4/10
DoFWillingness: 5/10
DenounceWillingness: 6/10
Loyalty: 4/10
Forgiveness: 3/10
Neediness: 3/10
Meanness: 7/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 6/10

Spoiler Oda Nobunaga (Japan) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 7/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 2/10
Neutral Approach: 5/10
Friendly Approach: 4/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 6/10
Boldness: 8/10
DiploBalance: 7/10
WarmongerHate: 6/10
DoFWillingness: 6/10
DenounceWillingness: 7/10
Loyalty: 3/10
Forgiveness: 5/10
Neediness: 6/10
Meanness: 4/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 7/10

Spoiler Pacal (The Maya) :

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 4/10
Deceptive Approach: 5/10
Guarded Approach: 7/10
Afraid Approach: 6/10
Neutral Approach: 5/10
Friendly Approach: 5/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 4/10
Boldness: 3/10
DiploBalance: 6/10
WarmongerHate: 6/10
DoFWillingness: 6/10
DenounceWillingness: 4/10
Loyalty: 6/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 5/10

Neutral Approach (City-State): 7/10
Friendly Approach (City-State): 5/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 5/10

Spoiler Pachacuti (The Inca) :

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: Domination

War Approach: 5/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 6/10
Afraid Approach: 6/10
Neutral Approach: 5/10
Friendly Approach: 5/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 3/10
Boldness: 4/10
DiploBalance: 4/10
WarmongerHate: 5/10
DoFWillingness: 6/10
DenounceWillingness: 5/10
Loyalty: 5/10
Forgiveness: 5/10
Neediness: 6/10
Meanness: 4/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 3/10

Spoiler Pedro II (Brazil) :

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 4/10
Deceptive Approach: 5/10
Guarded Approach: 5/10
Afraid Approach: 6/10
Neutral Approach: 5/10
Friendly Approach: 8/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 5/10
Boldness: 4/10
DiploBalance: 5/10
WarmongerHate: 6/10
DoFWillingness: 7/10
DenounceWillingness: 6/10
Loyalty: 7/10
Forgiveness: 5/10
Neediness: 6/10
Meanness: 4/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 3/10
War Approach (City-State): 3/10

Spoiler Pocatello (The Shoshone) :

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 3/10
Hostile Approach: 4/10
Deceptive Approach: 3/10
Guarded Approach: 7/10
Afraid Approach: 6/10
Neutral Approach: 6/10
Friendly Approach: 6/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 5/10
Boldness: 5/10
DiploBalance: 5/10
WarmongerHate: 5/10
DoFWillingness: 5/10
DenounceWillingness: 5/10
Loyalty: 5/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 5/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 3/10
War Approach (City-State): 3/10

Spoiler Ramesses II (Egypt) :

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 3/10
Hostile Approach: 7/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 6/10
Neutral Approach: 5/10
Friendly Approach: 5/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 9/10
MinorCivCompetitiveness: 5/10
Boldness: 5/10
DiploBalance: 5/10
WarmongerHate: 6/10
DoFWillingness: 6/10
DenounceWillingness: 4/10
Loyalty: 4/10
Forgiveness: 3/10
Neediness: 5/10
Meanness: 6/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 5/10

Spoiler Ramkhamhaeng (Siam) :

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 3/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 4/10
Boldness: 5/10
DiploBalance: 7/10
WarmongerHate: 8/10
DoFWillingness: 6/10
DenounceWillingness: 5/10
Loyalty: 6/10
Forgiveness: 6/10
Neediness: 7/10
Meanness: 3/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 3/10

Spoiler Sejong (Korea) :

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 3/10
Deceptive Approach: 4/10
Guarded Approach: 5/10
Afraid Approach: 7/10
Neutral Approach: 6/10
Friendly Approach: 6/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 4/10
Boldness: 4/10
DiploBalance: 6/10
WarmongerHate: 4/10
DoFWillingness: 7/10
DenounceWillingness: 4/10
Loyalty: 7/10
Forgiveness: 7/10
Neediness: 6/10
Meanness: 4/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 3/10

Spoiler Shaka (The Zulus) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 8/10
Hostile Approach: 6/10
Deceptive Approach: 2/10
Guarded Approach: 5/10
Afraid Approach: 2/10
Neutral Approach: 4/10
Friendly Approach: 2/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 5/10
Boldness: 8/10
DiploBalance: 4/10
WarmongerHate: 4/10
DoFWillingness: 4/10
DenounceWillingness: 8/10
Loyalty: 8/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 8/10

Neutral Approach (City-State): 2/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 6/10

Spoiler Suleiman (The Ottomans) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 6/10
Deceptive Approach: 7/10
Guarded Approach: 4/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 6/10
Boldness: 8/10
DiploBalance: 6/10
WarmongerHate: 4/10
DoFWillingness: 5/10
DenounceWillingness: 7/10
Loyalty: 5/10
Forgiveness: 5/10
Neediness: 3/10
Meanness: 3/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 6/10

Spoiler Theodora (Byzantium) :

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: Domination

War Approach: 4/10
Hostile Approach: 4/10
Deceptive Approach: 6/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 8/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 6/10
Boldness: 4/10
DiploBalance: 6/10
WarmongerHate: 6/10
DoFWillingness: 7/10
DenounceWillingness: 5/10
Loyalty: 4/10
Forgiveness: 7/10
Neediness: 4/10
Meanness: 5/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 5/10

Spoiler Washington (America) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Science

War Approach: 4/10
Hostile Approach: 3/10
Deceptive Approach: 5/10
Guarded Approach: 6/10
Afraid Approach: 4/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 3/10
MinorCivCompetitiveness: 5/10
Boldness: 7/10
DiploBalance: 6/10
WarmongerHate: 7/10
DoFWillingness: 6/10
DenounceWillingness: 4/10
Loyalty: 6/10
Forgiveness: 7/10
Neediness: 7/10
Meanness: 4/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 4/10

Spoiler William (The Netherlands) :

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 5/10
Deceptive Approach: 4/10
Guarded Approach: 6/10
Afraid Approach: 5/10
Neutral Approach: 6/10
Friendly Approach: 6/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 6/10
Boldness: 4/10
DiploBalance: 6/10
WarmongerHate: 6/10
DoFWillingness: 7/10
DenounceWillingness: 5/10
Loyalty: 7/10
Forgiveness: 6/10
Neediness: 5/10
Meanness: 5/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 4/10

Spoiler Wu Zetian (China) :

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Science

War Approach: 4/10
Hostile Approach: 6/10
Deceptive Approach: 7/10
Guarded Approach: 7/10
Afraid Approach: 5/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 7/10
Boldness: 7/10
DiploBalance: 6/10
WarmongerHate: 5/10
DoFWillingness: 4/10
DenounceWillingness: 7/10
Loyalty: 3/10
Forgiveness: 4/10
Neediness: 6/10
Meanness: 7/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 5/10

 
Last edited:
Guide to Leader Flavors and Personality (continued)

Leader Flavors and Victory Pursuit Hints in Vox Populi
In Vox Populi, leader flavors have been reworked from scratch, and all leaders have been given victory pursuit hints. Many leaders' personalities differ significantly from their Community Patch Only counterparts. Chattiness has still been set to 4 for all leaders.

For your convenience, here is a list of each civ's flavors, biases and victory pursuit hints, along with a summary of their personality written by the esteemed @Hinin:

Spoiler :

Spoiler Ahmad al-Mansur (Morocco) :

Summary
Despite Victory Pursuits that may seem seem quite pacifistic, with a focus on trade, diplomacy, culture and defensive warfare, Ahmad al-Mansur ends up being more aggressive and vicious than his trader peers, with lower Loyalty and respect for the status quo and higher Neediness, Meanness and tendency to be Deceptive. In accordance with his ability to pillage any Trade Route that isn’t directed to one of this cities, he will not hesitate to wage warfare on your economy or adopt passive-aggressive behavior whenever needed. Never forget he was the one who ended the Songhai empire, for he is a capable leader that won’t hesitate to dirty his hands if necessary.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: Culture

War Approach: 3/10
Hostile Approach: 4/10
Deceptive Approach: 9/10
Guarded Approach: 7/10
Afraid Approach: 5/10
Neutral Approach: 4/10
Friendly Approach: 7/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 7/10
Boldness: 6/10
DiploBalance: 7/10
WarmongerHate: 5/10
DoFWillingness: 7/10
DenounceWillingness: 6/10
Loyalty: 4/10
Forgiveness: 5/10
Neediness: 6/10
Meanness: 5/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 3/10

Spoiler Alexander (Greece) :

Summary
The most enthusiastic and bold diplomatic leader, Alexander reserves his favors to City-States, and will never miss an occasion to show other major Civilizations who is the best, with maximum Boldness and MinorCivCompetitiveness, very high Meanness and tendency to be Hostile or Warlike. He will never ignore the state of the diplomatic game, for it is in his interest to ally as many City-States as possible, and wage war on any would be competitors. With his advantages in the early game and the ability to channel them to expand his influence afterwards, always be careful when facing him, especially at the start. That said, if you manage to befriend him, he can prove to be a useful ally, with medium to high Loyalty and high DiploBalance.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: Domination

War Approach: 9/10
Hostile Approach: 7/10
Deceptive Approach: 2/10
Guarded Approach: 5/10
Afraid Approach: 1/10
Neutral Approach: 4/10
Friendly Approach: 7/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 3/10
MinorCivCompetitiveness: 10/10
Boldness: 10/10
DiploBalance: 7/10
WarmongerHate: 2/10
DoFWillingness: 5/10
DenounceWillingness: 7/10
Loyalty: 7/10
Forgiveness: 4/10
Neediness: 3/10
Meanness: 8/10

Neutral Approach (City-State): 1/10
Friendly Approach (City-State): 9/10
Hostile Approach (City-State): 2/10
War Approach (City-State): 6/10

Spoiler Ashurbanipal (Assyria) :

Summary
Never inactive, Ashurbanipal balances the qualities of a science-focused leader with maximum DiploBalance and high WarmongerHate, alongside the energy and danger of a warmonger, with high tendency to be Hostile or Warlike and very high Boldness and Neediness. In short, he will act pragmatically, but ruthlessly, never failing to try to exploit a military weakness. Yet, he won’t be blind to the danger posed by other warmongers either. Combined with his ability to gain science by both pacificistic and violent means, it means that Assyria will always have something up its sleeve.

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: Domination

War Approach: 8/10
Hostile Approach: 8/10
Deceptive Approach: 6/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Neutral Approach: 6/10
Friendly Approach: 3/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 2/10
Boldness: 8/10
DiploBalance: 10/10
WarmongerHate: 7/10
DoFWillingness: 3/10
DenounceWillingness: 6/10
Loyalty: 3/10
Forgiveness: 5/10
Neediness: 9/10
Meanness: 8/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 3/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 9/10

Spoiler Askia (Songhai) :

Summary
A usurper but very able administrator in life, Askia will prove to be a danger in any game he is in. With the lowest Loyalty in the game, high Boldness, Meanness and tendency to be Deceptive or Warlike, he will go for the throat whenever he senses weakness. Combined with his powerful kit that confers mobility and great power spikes in the early and midgame, it is not rare to see Askia become the center of international attention after he has managed to swiftly destroy his first competitors. His most glaring weakness is his inability to stay low, for his tendency to backstab will provoke the anger of other leaders, meaning forming coalitions against him is rarely difficult.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 8/10
Hostile Approach: 5/10
Deceptive Approach: 9/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Neutral Approach: 6/10
Friendly Approach: 5/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 4/10
Boldness: 7/10
DiploBalance: 4/10
WarmongerHate: 7/10
DoFWillingness: 4/10
DenounceWillingness: 7/10
Loyalty: 1/10
Forgiveness: 3/10
Neediness: 6/10
Meanness: 9/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 9/10
War Approach (City-State): 7/10

Spoiler Attila (The Huns) :

Summary
The Scourge of God is a shark among sharks, for he is a leader with some of the most ruthless war strategies in the game: by combining very high Boldness, Meanness, and Neediness with minimum DiploBalance, he will not hesitate to fight protracted battles in which his unique ability will slowly drown his enemies in War Weariness. Adding to that a stable economy and a mobile and deadly force that can capture enemy units, and you will soon see that a war of attrition will always be at Attila’s advantage. That said, Attila isn’t only a warmonger, for he has the means to stay low when needed, with a tendency to be Deceptive, avoid Denunciations or Declarations of Friendship and to be Forgiving, using his economy and Bullying vulnerable City-States to support his next plans. In short, both ruthlessly pragmatic and pragmatically ruthless, he will always leave a mark in a game.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 9/10
Hostile Approach: 9/10
Deceptive Approach: 6/10
Guarded Approach: 3/10
Afraid Approach: 4/10
Neutral Approach: 3/10
Friendly Approach: 6/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 4/10
Boldness: 9/10
DiploBalance: -1/10
WarmongerHate: 2/10
DoFWillingness: 3/10
DenounceWillingness: 5/10
Loyalty: 3/10
Forgiveness: 8/10
Neediness: 10/10
Meanness: 10/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 9/10
War Approach (City-State): 7/10

Spoiler Augustus Caesar (Rome) :

Summary
A conqueror through and through, Augustus thrives in war scenarios, and will prioritize the capture of others’ cities over normal expansion, especially when it comes to City-States. Despite possessing lower Boldness and Neediness compared to other warmongers (meaning he will take more time to prepare), his very high WonderCompetitiveness and Meanness means that he will target players with the best cities. Combined with the most powerful military powerspike of the early game, it means that any player next to Caesar will need to prepare for the onslaught in the first half of the game. Despite this, his lack of tools to gain back the terrain he lost if he failed to conquer in the early game usually means that he will be a very high risk high reward leader whose true potential won’t be revealed every game.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 9/10
Hostile Approach: 3/10
Deceptive Approach: 1/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Neutral Approach: 8/10
Friendly Approach: 2/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 8/10
MinorCivCompetitiveness: 2/10
Boldness: 7/10
DiploBalance: 3/10
WarmongerHate: 5/10
DoFWillingness: 2/10
DenounceWillingness: 2/10
Loyalty: 3/10
Forgiveness: 1/10
Neediness: 4/10
Meanness: 8/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 2/10
Hostile Approach (City-State): 3/10
War Approach (City-State): 12/10

Spoiler Bismarck (Germany) :

Summary
A pragmatist first and foremost, Bismarck is a diplomatic leader who combines very high MinorCivCompetitiveness, DiploBalance, Forgiveness, tendency to be Neutral and to Protect City-States, and only a slightly higher tendency to be Deceptive or Warlike. This, in short, will mean that Bismarck will rarely declare war, and will keep his wars short but decisive, especially thanks to some of the most fearsome infantry and late game scaling in the game. This, in addition to his ability to reach very high culture, science and influence if he is able to maintain his City-State alliances (which he will prioritize anyway), means that Bismarck shouldn’t never been taken lightly, for he never acts without purpose.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 8/10
Afraid Approach: 5/10
Neutral Approach: 10/10
Friendly Approach: 5/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 9/10
Boldness: 5/10
DiploBalance: 9/10
WarmongerHate: 8/10
DoFWillingness: 8/10
DenounceWillingness: 5/10
Loyalty: 6/10
Forgiveness: 8/10
Neediness: 5/10
Meanness: 9/10

Neutral Approach (City-State): 1/10
Friendly Approach (City-State): 10/10
Hostile Approach (City-State): 2/10
War Approach (City-State): 4/10

Spoiler Boudicca (The Celts) :

Summary
As the leader of one of the most generalist civilizations in Vox Populi, Boudicca can adapt to a variety of playstyles, and will have a different game plan every game. That said, some things will remain constant: her higher tendency for Warlike behaviors compared to other generalist leaders (with higher Boldness, tendency to be Warlike, and an Expansionist personality), and her hatred of warmongers, meaning that she will hate conquerors. Thus, she will act in an aggressive manner, especially in the early game, but will become easier to deal with later if you do not engage on warmongering of your own (facilitated by a medium-to-high Loyalty and a very low tendency to be Afraid).

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 7/10
Hostile Approach: 7/10
Deceptive Approach: 6/10
Guarded Approach: 5/10
Afraid Approach: 2/10
Neutral Approach: 5/10
Friendly Approach: 4/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 4/10
Boldness: 8/10
DiploBalance: 6/10
WarmongerHate: 9/10
DoFWillingness: 6/10
DenounceWillingness: 6/10
Loyalty: 6/10
Forgiveness: 6/10
Neediness: 7/10
Meanness: 5/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 5/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 5/10

Spoiler Casimir III (Poland) :

Summary
Despite being a generalist in terms of goals and synergies (with aggressive unique units, defensive and economic unique buildings, and a unique ability that fits any playstyle), Casimir III doesn’t have the typical behavior of a generalist, being a harsh and careful Coalition player, with a very high tendency to be Guarded and to Denounce those he dislikes. Aside from that, a very high Loyalty, combined with a very low Forgiveness, with some Deceptiveness and Hostility mixed in, means that he will make a hard-talking friend, and a vitriolic enemy who will compensate medium Boldness with hard-hitting units and the ability to play the diplomatic game whenever needed, helped by his high DiploBalance.

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 6/10
Deceptive Approach: 6/10
Guarded Approach: 9/10
Afraid Approach: 5/10
Neutral Approach: 6/10
Friendly Approach: 8/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 5/10
Boldness: 5/10
DiploBalance: 8/10
WarmongerHate: 7/10
DoFWillingness: 5/10
DenounceWillingness: 7/10
Loyalty: 9/10
Forgiveness: 2/10
Neediness: 8/10
Meanness: 5/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 5/10

Spoiler Catherine (Russia) :

Summary
Having a kit that rewards all-around expansion, it is no wonder that Catherine displays all the traits of an Expansionist warmonger, with very high Boldness, Neediness, Meanness and tendency to be Warlike or Hostile. However, there is also a softer side to Catherine, helped by her unusual willingness to make Friends, high Loyalty and Forgiveness, and he tendency to Protect the City-States she doesn’t Conquer or Bully outright. This helps her pursuing her second potential objective : technological superiority through expansion, combined with the extreme production and military potential of the Russian kit in the late game, can allow her to be a true threat until the end.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Science

War Approach: 7/10
Hostile Approach: 7/10
Deceptive Approach: 2/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 3/10
Friendly Approach: 6/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 6/10
Boldness: 8/10
DiploBalance: 3/10
WarmongerHate: 4/10
DoFWillingness: 6/10
DenounceWillingness: 9/10
Loyalty: 7/10
Forgiveness: 6/10
Neediness: 9/10
Meanness: 9/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 6/10

Spoiler Darius I (Persia) :

Summary
Although being a Domination-minded warmonger that focuses on Conquering the opposition, Darius I stands as especially careful among other leaders, with a profile more akin to a generalist, with a few exceptions: with his Boldness equal to his DiploBalance and a tendency to act Afraid, he will make his campaigns only as long as he needs them to be, and will be Guarded or Neutral when he isn’t Warlike. One thing that stands out, however, is his focus on conquering City-States, who are perfect targets for his limited but decisive attacks, helped by the powerful combat bonus Golden Ages give him. Be careful of him as a neighbor, for he will never attack without a good economy, and will usually suffer less from the negative effects of conquest than other warmongers. In short: more predictable, but more organized, he will show the world what a balanced warmonger can be.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 7/10
Hostile Approach: 4/10
Deceptive Approach: 5/10
Guarded Approach: 8/10
Afraid Approach: 6/10
Neutral Approach: 7/10
Friendly Approach: 6/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 8/10
MinorCivCompetitiveness: 3/10
Boldness: 6/10
DiploBalance: 6/10
WarmongerHate: 4/10
DoFWillingness: 5/10
DenounceWillingness: 6/10
Loyalty: 5/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 4/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 10/10

Spoiler Dido (Carthage) :

Summary
The ultimate economic early bird, Dido will use the power of her kit and her Expansionist mindset to seize as much territorial and diplomatic power as possible, as fast as possible. Although often preparing herself for a Diplomatic victory, she shows very high Boldness, Neediness and tendency to be Warlike. At the same time, her medium DiploBalance and high tendency to be Friendly with non-competitors means that she can have multiple personalities depending on her needs: an aggressive and ruthless expansionist on one hand, a capable diplomatic leader on the other, she will never leave you indifferent, for Carthage is always moving.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: Domination

War Approach: 7/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 6/10
Afraid Approach: 4/10
Neutral Approach: 5/10
Friendly Approach: 7/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 8/10
Boldness: 8/10
DiploBalance: 6/10
WarmongerHate: 6/10
DoFWillingness: 6/10
DenounceWillingness: 4/10
Loyalty: 8/10
Forgiveness: 3/10
Neediness: 8/10
Meanness: 6/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 4/10

Spoiler Elizabeth (England) :

Summary
One of the harshest neighbors to have, Elizabeth combines the diplomatic flair of a Coalition leader with the brutality of a warmonger and the self-protectiveness of an isolationist. Helped by her numerous advantages in the spy game, and her ability to use devastating ranged fire on land or on sea, she will never let you have a fair fight, and won’t hesitate to go for war or peace depending on her needs: with maximum DiploBalance and tendency to be Guarded towards everyone she doesn’t know, often being Deceptive or Warlike the rest of the time, and the usual high Meanness / Neediness combination, she will make sure that every exchange you have with her is meant to benefit her the most. Stay careful when she is present, friend or foe, for many have died after refusing a trade agreement with England.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Science

War Approach: 6/10
Hostile Approach: 8/10
Deceptive Approach: 8/10
Guarded Approach: 10/10
Afraid Approach: 5/10
Neutral Approach: 7/10
Friendly Approach: 5/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 8/10
Boldness: 7/10
DiploBalance: 10/10
WarmongerHate: 5/10
DoFWillingness: 6/10
DenounceWillingness: 8/10
Loyalty: 6/10
Forgiveness: 4/10
Neediness: 7/10
Meanness: 8/10

Neutral Approach (City-State): 2/10
Friendly Approach (City-State): 9/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 7/10

Spoiler Enrico Dandolo (Venice) :

Summary
The leader with the most unique kit in base Vox Populi, Enrico Dandolo has to compensate for the relative weakness of the Venetian military with the most cunning diplomacy. Although seeming quite slow to act, with very low Boldness, VictoryCompetitiveness and Meanness, his behavior will allow him to gain ground towards his true objectives, all the while hiding behind some of the nicest manners among leaders, helped by his maximum tendency to ask for Declarations of Friendship, Protect City-States, and make Peace whenever possible. Don’t be fooled though: with maximum Deceptiveness, WarmongerHate and Competitiveness for Wonders and City-States, he will plot to destroy the influence of his rivals, without ever letting them know, for he has the economy to buy favors, and use them to great effects.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 2/10
Hostile Approach: 3/10
Deceptive Approach: 10/10
Guarded Approach: 5/10
Afraid Approach: 7/10
Neutral Approach: 5/10
Friendly Approach: 8/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 10/10
MinorCivCompetitiveness: 10/10
Boldness: 2/10
DiploBalance: 10/10
WarmongerHate: 12/10
DoFWillingness: 10/10
DenounceWillingness: 7/10
Loyalty: 5/10
Forgiveness: 7/10
Neediness: 7/10
Meanness: 3/10

Neutral Approach (City-State): 1/10
Friendly Approach (City-State): 10/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 5/10

Spoiler Gajah Mada (Indonesia) :

Summary
A warrior first and foremost, Gajah Mada uses the benefits of the powerful Indonesian economy and ability to accommodate most terrains to build a reliable base from which he can launch Expansion waves meant to facilitate a Domination or Diplomatic victory. With maximum Loyalty and tendency to be Hostile, and very high chance to be Warlike or Friendly, there is no middle ground with him: his friends, meaning those who do not hinder his expansion, will reap the benefits of trading with him. Meanwhile, his neighbors will have to prepare themselves for regular attacks, fueled by very high Meanness and his inability to be Afraid. A spicy personality indeed.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Diplomatic

War Approach: 7/10
Hostile Approach: 10/10
Deceptive Approach: 4/10
Guarded Approach: 5/10
Afraid Approach: 2/10
Neutral Approach: 5/10
Friendly Approach: 8/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 5/10
Boldness: 8/10
DiploBalance: 4/10
WarmongerHate: 4/10
DoFWillingness: 7/10
DenounceWillingness: 6/10
Loyalty: 10/10
Forgiveness: 7/10
Neediness: 3/10
Meanness: 9/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 8/10

Spoiler Gandhi (India) :

Summary
Chosen to represent the entire subcontinent of India, with its numerous and diverse cultures and sometimes opposite dispositions, Gandhi brings with him a very active diplomatic game, where he will clearly show his disdain or admiration for other leaders, with maximum Willingness to Denounce warmongers or Ally their enemies. He is thus a pure Coalition leader who gains the most out of a solid status quo that helps him slowly gain the growth and religious pressure he needs to become a scientific and cultural powerhouse. In case of emergency, his ignorance of fear and the ranged capabilities of his troops can prove surprising to any would-be invader. Indeed, his military strength and defensive capabilities are directly tied to his success in consolidating his presence in the economic and wonder game: the best way to deal with him is to never give him room to breathe, while remaining careful not to make too many enemies while trying to take him down.

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: Culture

War Approach: 3/10
Hostile Approach: 4/10
Deceptive Approach: 5/10
Guarded Approach: 8/10
Afraid Approach: 1/10
Neutral Approach: 8/10
Friendly Approach: 10/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 9/10
MinorCivCompetitiveness: 6/10
Boldness: 5/10
DiploBalance: 8/10
WarmongerHate: 12/10
DoFWillingness: 10/10
DenounceWillingness: 8/10
Loyalty: 10/10
Forgiveness: 7/10
Neediness: 5/10
Meanness: 4/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 4/10

Spoiler Genghis Khan (Mongolia) :

Summary
A stalwart friend, a terrifying foe, Genghis Khan will never be double-faced about his intentions, and will make you feel the implications very quickly. Only caring about Victory at the price of everything else (he cares neither about Wonders nor City-State Alliances), he will act swiftly, guided by maximum Boldness and Meanness, high Neediness and Loyalty, and minimum Forgiveness and Deception. He will never ignore a City-State he can tribute heavily, and thus can provoke the hostility of most diplomatic-minded leaders, but any slight against him will be rewarded with some of the most brutal wars in the game, fueled by his ability to transform Skirmisher units into devastating attackers that destroy enemy opposition before his siege units arrive.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 9/10
Hostile Approach: 9/10
Deceptive Approach: 1/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 3/10
Friendly Approach: 7/10

VictoryCompetitiveness: 10/10
WonderCompetitiveness: 1/10
MinorCivCompetitiveness: 1/10
Boldness: 10/10
DiploBalance: 4/10
WarmongerHate: 3/10
DoFWillingness: 7/10
DenounceWillingness: 4/10
Loyalty: 8/10
Forgiveness: 1/10
Neediness: 8/10
Meanness: 10/10

Neutral Approach (City-State): 1/10
Friendly Approach (City-State): 3/10
Hostile Approach (City-State): 12/10
War Approach (City-State): 6/10

Spoiler Gustavus Adolphus (Sweden) :

Summary
Exchanging his diplomatic playstyle from base Civ V for something more historically accurate, Gustavus Adolphus is the most offensive-minded warmonger in the game, with any city near him being exposed to a swift and devastating attack. Add to that a very high VictoryCompetitiveness, low Loyalty and DiploBalance and his inability to be Afraid, and you'll understand that being his neighbor always means having to battle the Lion of the North at some point. His important science bonuses and late but powerful unique units means that he will always be able to become threatening.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 10/10
Hostile Approach: 7/10
Deceptive Approach: 5/10
Guarded Approach: 4/10
Afraid Approach: 1/10
Neutral Approach: 8/10
Friendly Approach: 2/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 4/10
Boldness: 10/10
DiploBalance: 2/10
WarmongerHate: 4/10
DoFWillingness: 2/10
DenounceWillingness: 6/10
Loyalty: 2/10
Forgiveness: 4/10
Neediness: 7/10
Meanness: 8/10

Neutral Approach (City-State): 7/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 10/10

Spoiler Haile Selassie (Ethiopia) :

Summary
A middle-of-the-road Coalition leader that uses the power of his early faith to gain a sizeable tech advantage, Haile Selassie doesn’t have many notable elements about him, except perhaps his higher Competitiveness for Wonders and tendency to be Guarded. His economy is meant to provide the necessary amount of raw faith to found, enhance and reform as fast as possible while also providing the production to develop the rest of his empire and obtain a balanced defensive army. Depending on the bonuses of his religion, he may try to go for a Culture or Science Victory, always remaining an initially unimpressive but solid competitor for both. He is also capable of protecting his empire, especially when he spawns in his usual hill bias.

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: Science

War Approach: 5/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 5/10
Neutral Approach: 6/10
Friendly Approach: 6/10

VictoryCompetitiveness: 2/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 6/10
Boldness: 5/10
DiploBalance: 7/10
WarmongerHate: 8/10
DoFWillingness: 6/10
DenounceWillingness: 6/10
Loyalty: 5/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 5/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 3/10

Spoiler Harald Bluetooth (Denmark) :

Summary
A ruthless offensive warmonger that benefits more from frequent attacks and war against developed empires than others of this type, Harald is the only true pillager of the game, meaning that he can gain a lot of yields from warfare by simply destroying enemy infrastructure and improvements, while enjoying overall better mobility and very autonomous units, especially in coastal terrain. With his maximum Boldness, tendency to be Warlike and minimum WarmongerHate, the message is clear: for him, war is natural, against the weak or the strong. Because he requires less investment to gain something from a conflict, he will usually prove to be more reliable than other warmongers, and even can maintain a healthy economy on the side, helped by good unique buildings and frequent injections of gold, culture and production from his pillaging. If he is your neighbor, fortify your border and invest in ways to limit his mobility at all costs.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 10/10
Hostile Approach: 9/10
Deceptive Approach: 5/10
Guarded Approach: 3/10
Afraid Approach: 2/10
Neutral Approach: 3/10
Friendly Approach: 7/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 5/10
Boldness: 10/10
DiploBalance: 5/10
WarmongerHate: 1/10
DoFWillingness: 8/10
DenounceWillingness: 5/10
Loyalty: 3/10
Forgiveness: 4/10
Neediness: 8/10
Meanness: 9/10

Neutral Approach (City-State): 2/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 9/10

Spoiler Harun al-Rashid (Arabia) :

Summary
The most well-known Tradition player in Vox Populi, Harun al-Rashid will ensure that Arabia can start its infamous Historic Event snowball in order to gain a sizeable and continuous advantage in culture, science, gold and tourism. Looking for a Culture victory in the long term, he will try to form a Coalition around him by appearing as affable and friendly as possible, helped by his maximum tendency to be Deceptive and look for Declarations of Friendship, most notably to compensate for his lackluster unique units. Very active diplomatically, he will try to maintain world tensions at the lowest, while reaping the benefits. Nonetheless, two elements can contradict this agreeable first impression: first, his very high WonderCompetitiveness, which could make him act more aggressively if you monopolize wonders next to him; second, his high Meanness and Neediness which can make him more demanding and vitriolic than usual when he dislikes you. Be careful to not let him take control of the diplomatic game, and remember that any turn that Harun al-Rashid spends without having to care about his military is decisive in helping him achieve victory.

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 7/10
Deceptive Approach: 10/10
Guarded Approach: 9/10
Afraid Approach: 7/10
Neutral Approach: 8/10
Friendly Approach: 10/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 10/10
MinorCivCompetitiveness: 7/10
Boldness: 5/10
DiploBalance: 9/10
WarmongerHate: 9/10
DoFWillingness: 8/10
DenounceWillingness: 8/10
Loyalty: 3/10
Forgiveness: 4/10
Neediness: 8/10
Meanness: 7/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 3/10
War Approach (City-State): 1/10

Spoiler Hiawatha (The Iroquois) :

Summary
Not your typical Expansionist, Hiawatha combines a very straightforward and reliable kit with an outgoing and balanced personality to form a leader that is quite often a nightmare to deal with, especially in the first half of the game. While he can be especially aggressive in the early game, when his production bonus and his unique unit makes him capable of flattening most obstacles, he will often soften up later, thanks to his maximum Loyalty and Forgiveness and high tendency to Protect City-States. He will nonetheless remain active until the end, targeting a Domination or Diplomatic victory. Be careful about the way your expand near him (with terrain priorities often reversed compared to other defensive strategies), and try to enter his circle of trusted friends as quickly as possible, or you’ll soon discover the effect his very high Meanness can have on the survival rate of your empire.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: Domination

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 3/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Neutral Approach: 7/10
Friendly Approach: 6/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 2/10
MinorCivCompetitiveness: 8/10
Boldness: 7/10
DiploBalance: 6/10
WarmongerHate: 7/10
DoFWillingness: 8/10
DenounceWillingness: 7/10
Loyalty: 9/10
Forgiveness: 10/10
Neediness: 3/10
Meanness: 8/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 3/10
War Approach (City-State): 5/10

Spoiler Isabella (Spain) :

Summary
An Expansionist warmonger, Isabella is most dangerous when given space to breathe: her unique ability allows her to benefit from any form of expansion, peaceful or not, and a single coastal city can allow her to form an impressive naval force that can later help her dominate the colonial game. On this front, the most memorable part of her personality comes from her tendency to Bully or Conquer City-States much more often than most non-Conqueror warmongers, once again helping her in dominating spaces faraway from her capital. The best way to deal with Isabella is to outpace her in the early game to limit her options as much as possible and cut her access to the sea. This, however, can prove difficult, for she will often gain great benefits from her religion and gold to invest in the means to riposte any competitor.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 8/10
Hostile Approach: 7/10
Deceptive Approach: 6/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Neutral Approach: 3/10
Friendly Approach: 5/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 5/10
MinorCivCompetitiveness: 5/10
Boldness: 9/10
DiploBalance: 4/10
WarmongerHate: 5/10
DoFWillingness: 4/10
DenounceWillingness: 8/10
Loyalty: 6/10
Forgiveness: 4/10
Neediness: 8/10
Meanness: 8/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 8/10

Spoiler Kamehameha (Polynesia) :

Summary
A Coalition leader that is surprisingly powerful in ways usually reserved for warmongers, Kamehameha combines the affable nature of a peace-seeking individual, with very high DiploBalance, Loyalty and general Friendliness, with an amount of Boldness that makes him less shy about his demands and military potential. His kit favors a wide playstyle, where his Moai can give him a surplus of Culture, and later Tourism, that can prove to be difficult to deal with, especially with the numerous buffs and debuffs his auras bring (from his unique improvement, unique ability and unique units). Try to be on his good side to gain an excellent ally, but always keep him in check, to avoid seeing him cruising through the endgame and gaining a Culture victory under your nose.

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 4/10
Guarded Approach: 4/10
Afraid Approach: 4/10
Neutral Approach: 5/10
Friendly Approach: 9/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 7/10
Boldness: 7/10
DiploBalance: 8/10
WarmongerHate: 7/10
DoFWillingness: 9/10
DenounceWillingness: 4/10
Loyalty: 8/10
Forgiveness: 6/10
Neediness: 4/10
Meanness: 3/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 6/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 2/10

Spoiler Maria I (Portugal) :

Summary
A true Diplomat leader, Maria I combines a restrained and harsh exterior attitude with the will to compete intensely for control of City-States. With low Boldness and high Willingness to Befriend or Denounce, you’ll rarely see her on the battlefield. However, her kit allows her to leverage this apparent unbalance by gaining a great number of gold, science, Great Admiral and Great General points from stable trade routes, meaning she will often have a sizable economy to support her actions. Combine this with surprising and unique components, and you’ll find her more often than not far more difficult to fight against than one would assume, especially if she manages to pass through the eras quickly.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 5/10
Deceptive Approach: 7/10
Guarded Approach: 8/10
Afraid Approach: 6/10
Neutral Approach: 7/10
Friendly Approach: 4/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 9/10
Boldness: 4/10
DiploBalance: 7/10
WarmongerHate: 9/10
DoFWillingness: 8/10
DenounceWillingness: 8/10
Loyalty: 9/10
Forgiveness: 7/10
Neediness: 3/10
Meanness: 6/10

Neutral Approach (City-State): 2/10
Friendly Approach (City-State): 9/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 3/10

Spoiler Maria Theresa (Austria) :

Summary
A Diplomat leader obsessed with City-States, Maria Theresa makes sure to leverage the numerous advantages her kit brings from alliances to reliably become a very serious competitor for Diplomatic victory after a tame early game. This, however, means that she is uniquely vulnerable during the first half of the game, with her only saving grace being her ability to most often gain at least a City-State Friendship from any quest. Other than that, her maximum WarmongerHate along with her very high DenounceWillingness means that she will actively take part in coalitions and tends to fiercly reject warmongers, meaning it is likely that she will ally herself with any victim of warmongering to take down the threat and protect herself in the long run (suiting her scaling, long-term playstyle). The longer Maria Theresa isn’t actively weakened in the first half of the game, the harder she will be to confront in the diplomatic theater later on, when she'll gain a whole arsenal of means to ensure the safety of her City-States allies and defend herself fiercely.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 4/10
Neutral Approach: 7/10
Friendly Approach: 8/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 8/10
MinorCivCompetitiveness: 10/10
Boldness: 6/10
DiploBalance: 10/10
WarmongerHate: 10/10
DoFWillingness: 7/10
DenounceWillingness: 9/10
Loyalty: 5/10
Forgiveness: 6/10
Neediness: 8/10
Meanness: 4/10

Neutral Approach (City-State): -1/10
Friendly Approach (City-State): 10/10
Hostile Approach (City-State): 1/10
War Approach (City-State): 1/10

Spoiler Montezuma (The Aztecs) :

Summary
The ultimate neighborhood bully, Montezuma needs war to ensure his frightening military potential in the early game allows him to take the lead for the rest of the game. As such, he will undoubtedly be one of the most prolific warmongers in the first half of the game, with the highest Boldness possible, very high Meanness, Neediness, tendency to be Warlike and to try to Conquer City-States. He will very rarely be Afraid, will never be bothered by other warmongers, and will neither respect nor forgive diplomatic accords. However, if he manages to be contained, the lack of scaling for most of his bonuses will make him suffer in the long-term, and he will have to rely on his very high population cities to compensate. However, his behavior will surely create many enemies, and so coalitions are an effective way to gain leverage on the international stage and limit his options.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 10/10
Hostile Approach: 9/10
Deceptive Approach: 8/10
Guarded Approach: 4/10
Afraid Approach: 2/10
Neutral Approach: 6/10
Friendly Approach: 3/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 3/10
Boldness: 12/10
DiploBalance: 6/10
WarmongerHate: -1/10
DoFWillingness: 5/10
DenounceWillingness: 7/10
Loyalty: 4/10
Forgiveness: 3/10
Neediness: 9/10
Meanness: 10/10

Neutral Approach (City-State): 7/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 10/10

Spoiler Napoleon (France) :

Summary
As he stands right now, Napoleon is the exemplar of glass-cannon warmongering, foregoing sustainable diplomatic relations for aggression, at the detriment of his standing on the international stage: with low Loyalty, high Boldness, Denounce Willingness and tendency to wage War and Bully City-States, he will often find himself at odds with most other civilizations, especially during the Renaissance Era. That said, he also benefits from following a more peaceful approach to achieve his second, Cultural, victory pursuit, with quite a high DOF Willingness. Just be sure to not build too many wonders or be too dominant, or his high Competitiveness will kick in and prove once more that you must count on Napoleon to be offensive, one way or another.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Culture

War Approach: 9/10
Hostile Approach: 4/10
Deceptive Approach: 8/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Neutral Approach: 5/10
Friendly Approach: 6/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 9/10
MinorCivCompetitiveness: 5/10
Boldness: 8/10
DiploBalance: 5/10
WarmongerHate: 3/10
DoFWillingness: 7/10
DenounceWillingness: 8/10
Loyalty: 4/10
Forgiveness: 8/10
Neediness: 7/10
Meanness: 6/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 5/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 7/10

Spoiler Nebuchadnezzar II (Babylon) :

Summary
A highly defensive leader who counts on the passage of time to cement his scientific, economic and military power, Nebuchadnezzar is, logically, very well versed into either pure neutrality or coalitions to deal with international tensions. With very high DiploBalance and Loyalty and a maximum tendency to be Neutral, he is stable to a fault. That doesn’t mean, however, that he is a pushover: with a high tendency to act Guarded, high WarmongerHate and high Competitiveness for Wonders and City-States, he will remain attentive to the international situation, even though his very low Victory Competitiveness means he won’t be as springy as other AIs against a dominating foe.

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: N/A

War Approach: 3/10
Hostile Approach: 5/10
Deceptive Approach: 2/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Neutral Approach: 10/10
Friendly Approach: 5/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 8/10
MinorCivCompetitiveness: 7/10
Boldness: 5/10
DiploBalance: 9/10
WarmongerHate: 8/10
DoFWillingness: 3/10
DenounceWillingness: 5/10
Loyalty: 8/10
Forgiveness: 5/10
Neediness: 2/10
Meanness: 7/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 1/10

Spoiler Oda Nobunaga (Japan) :

Summary
Far from what his affable demeanor would indicate, Oda Nobunaga is a sharp and dangerous adversary who won’t hesitate to capitalize on the weakness of his rivals. Called the Demon of Owari during his lifetime, he combines a very high tendency to be Warlike and maximum Meanness with very low Loyalty and minimum Forgiveness to form a tyrannical personality suited with his very high tendency to be Hostile, Guarded, Deceptive or to Bully or Conquer City-States: he will always find a way to be at war with someone, for it is in conflict that the Japanese kit truly thrives. On the other hand, he is not as hotheaded as other warmongers: with medium Boldness and Denounce and DoF Willingness, he will prepare his campaigns more carefully and will leave less diplomatic or territorial ground for his others to band against him. In short: try to divert his attention towards other civilizations to avoid having to face a highly pugnacious and malevolent leader.

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: Culture

War Approach: 9/10
Hostile Approach: 8/10
Deceptive Approach: 8/10
Guarded Approach: 7/10
Afraid Approach: 3/10
Neutral Approach: 6/10
Friendly Approach: 4/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 6/10
Boldness: 6/10
DiploBalance: 2/10
WarmongerHate: 5/10
DoFWillingness: 6/10
DenounceWillingness: 6/10
Loyalty: 2/10
Forgiveness: 1/10
Neediness: 7/10
Meanness: 10/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 4/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 8/10

Spoiler Pacal (The Maya) :

Summary
A leader whose talent for economic development allows him to gain an edge he will try to maintain afterwards, Pacal is a Coalition leader who likes to play tall and accumulate a dangerous amount of power in the early game. He possesses a lot of medium values despite having clear goals (a Scientific or Cultural victory), but has also a few outliers: higher than usual DiploBalance, Meanness and Boldness means that he can take risks but also retire himself from a bad war quite quickly, in synergy with his very high tendency to act Neutral. He will also keep an active role in diplomacy, with medium to high Willingness for Denunciations or Friendships. With an overall well-rounded personality, and thus one dangerous in peaceful games, only his very high Wonder Competitiveness or medium to high WarmongerHate could make him act more harshly.

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: Culture

War Approach: 5/10
Hostile Approach: 5/10
Deceptive Approach: 5/10
Guarded Approach: 6/10
Afraid Approach: 2/10
Neutral Approach: 9/10
Friendly Approach: 6/10

VictoryCompetitiveness: 5/10
WonderCompetitiveness: 9/10
MinorCivCompetitiveness: 6/10
Boldness: 7/10
DiploBalance: 7/10
WarmongerHate: 6/10
DoFWillingness: 7/10
DenounceWillingness: 6/10
Loyalty: 6/10
Forgiveness: 6/10
Neediness: 5/10
Meanness: 7/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 5/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 5/10

Spoiler Pachacuti (The Inca) :

Summary
The Boldest of the scientific leaders, Pachacuti is an Expansionist whose drive and playstyle can prove to be exhausting for his opponents: very high Boldness, minimum tendency to be Afraid, high Meanness and low DiploBalance means that he won’t hesitate to act harshly towards those he consider ripe for the taking. However, he also possess the attributes of a defensive-minded leader when he doesn’t have opportunities for conquest: medium Willingness for Denunciations or Friendships, very high tendency to be Neutral and Medium to high Competitiveness will allow him to not isolate himself compared to other warmongers, for there are a lot of times where he won’t need to conquer, preferring to populate undesirable mountainous spots that can be very difficult to take from him.

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 7/10
Deceptive Approach: 5/10
Guarded Approach: 4/10
Afraid Approach: 1/10
Neutral Approach: 8/10
Friendly Approach: 6/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 6/10
Boldness: 9/10
DiploBalance: 4/10
WarmongerHate: 7/10
DoFWillingness: 4/10
DenounceWillingness: 6/10
Loyalty: 7/10
Forgiveness: 5/10
Neediness: 5/10
Meanness: 7/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 5/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 5/10

Spoiler Pedro II (Brazil) :

Summary
One of the strongest leaders if left alone, Pedro will always try to maintain the Diplomatic status quo in order to better compensate for his lack of military prowess. With maximum DiploBalance, Friendly Approach and Willingness for Friendships on one hand, very low Victory Competitiveness and War Tendency on the other, you will rarely find a more charming neighbor than him. However, it is a facade that he likes to cultivate, for he will react strongly to any attempt to one-up him: with maximum WarmongerHate and very high Willingness to Denounce, he will try to isolate any military threat long enough for his influence to seep through all civilizations, giving him the necessary benefits to dominate the endgame. Always stay careful around Pedro: if you give him enough time to create a strong diplomatic web, trying to take him down later could have problematic consequences, but it would be a necessity, for he is one of the leaders best suited for a sudden Cultural Victory. Amassing Wonders could be one way to anger him, for he has maximum Wonder Competitiveness, but in the end the best way to deal with Pedro is to simply end the carnival and attack him with deadly intent.

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 2/10
Hostile Approach: 4/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 6/10
Neutral Approach: 8/10
Friendly Approach: 10/10

VictoryCompetitiveness: 2/10
WonderCompetitiveness: 10/10
MinorCivCompetitiveness: 7/10
Boldness: 3/10
DiploBalance: 10/10
WarmongerHate: 10/10
DoFWillingness: 10/10
DenounceWillingness: 8/10
Loyalty: 9/10
Forgiveness: 3/10
Neediness: 8/10
Meanness: 2/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 4/10
War Approach (City-State): 1/10

Spoiler Pocatello (The Shoshone) :

Summary
An Expansionist but generalist leader, Pocatello is a problematic neighbor more than a true long-term competitor. With generally medium values, he will however try to settle as much as possible and will be proactive, especially during the early game, because of his very high Boldness. That said, he isn’t a warmonger: his kit relies on holding the terrain he manages to get, and for that, diplomacy is as important as military power. This is why he has very high Loyalty despite being most often a Guarded leader who will try to weaken his strongest neighbors more than becoming a dominating force himself. This defensive mindset is both his greatest strength and his most striking weakness, for he will never let his guard down, but will also rarely be a contender for most victory conditions, lacking any true bonus towards any of them.

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 4/10
Deceptive Approach: 5/10
Guarded Approach: 8/10
Afraid Approach: 3/10
Neutral Approach: 9/10
Friendly Approach: 6/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 3/10
MinorCivCompetitiveness: 7/10
Boldness: 9/10
DiploBalance: 5/10
WarmongerHate: 8/10
DoFWillingness: 5/10
DenounceWillingness: 7/10
Loyalty: 9/10
Forgiveness: 2/10
Neediness: 6/10
Meanness: 5/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 3/10

Spoiler Ramesses II (Egypt) :

Summary
The Wonder boy of Vox Populi, Ramesses is a difficult neighbor who will try to put a dent in any strategy relying on specific Wonder to be effective: his unique ability combined with the highest possible Wonder Competitiveness means that you’ll either lose the wonder race, or face his wrath for winning it. In addition, despite having low Boldness, his very high Meanness and Neediness will make him be a vitriolic adversary, especially when you take into account his very high Willingness to Denounce. That said, he won’t always need to act harshly towards others: his bonuses usually allow him to be a great force on the world stage economically, and his Tendency to be Neutral and his high DiploBalance and WarmongerHate will make him avoid unnecessary conflicts (aside from some City-State Bullying that he likes to do). In the end, Egypt can never be ignored: whether economically, diplomatically or militarily, you will feel Ramesses’ sting.

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 4/10
Hostile Approach: 8/10
Deceptive Approach: 6/10
Guarded Approach: 8/10
Afraid Approach: 4/10
Neutral Approach: 9/10
Friendly Approach: 5/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 12/10
MinorCivCompetitiveness: 5/10
Boldness: 4/10
DiploBalance: 8/10
WarmongerHate: 8/10
DoFWillingness: 3/10
DenounceWillingness: 8/10
Loyalty: 5/10
Forgiveness: 4/10
Neediness: 9/10
Meanness: 8/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 5/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 4/10

Spoiler Ramkhamhaeng (Siam) :

Summary
Very much a City-State godfather, Ramkhamhaeng is keenly aware of his objectives throughout the game: an affable leader at first sight, thanks to his medium Boldness and higher Loyalty and Forgiveness, he won’t hesitate to become a pain to anyone who becomes a competitor on the diplomatic front: with maximum Competitiveness for City-States, maximum Tendency to Protect City-States and maximum DiploBalance, he will be a front-runner in that domain throughout the whole game, obviously with a Diplomatic Victory in mind. He will also never remain inactive on the world stage, with a Diplomatic personality, very high Willingness to make Declarations of Friendship or Denunciations and very high Deceptiveness, he will try to isolate any would-be rival. In the end, despite being a bit predictable because of the laser-focused nature of his personality, Ramkhamhaeng will generally be a problem in all games, thanks to his long-term abrasiveness and ability to become an economic powerhouse if left to his own devices.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 10/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Neutral Approach: 7/10
Friendly Approach: 8/10

VictoryCompetitiveness: 4/10
WonderCompetitiveness: 6/10
MinorCivCompetitiveness: 12/10
Boldness: 6/10
DiploBalance: 12/10
WarmongerHate: 9/10
DoFWillingness: 9/10
DenounceWillingness: 6/10
Loyalty: 7/10
Forgiveness: 7/10
Neediness: 4/10
Meanness: 5/10

Neutral Approach (City-State): -1/10
Friendly Approach (City-State): 12/10
Hostile Approach (City-State): -1/10
War Approach (City-State): 2/10

Spoiler Sejong (Korea) :

Summary
A Diplomat and Scientific-minded individual, Sejong leads a civilization whose abilities focus on defense, a tall playstyle and late-game scaling. As such, it is in his interest to stabilize diplomacy as much as possible, and for that he is guided by a maximum Tendency to be Neutral, maximum DiploBalance, very high Declaration of Friendship Willingness and Loyalty, and very low Boldness, Meanness and Neediness. This means that Sejong will benefit the most from stalled international relations, giving him room to slowly but surely increase his technological potency: after a while, with science skyrocketing and golden ages galore, he can become a true menace, capable of grabbing a lot of powerful late-game wonders thanks to his maximum Wonder Competitiveness and aiming to rush towards the endgame with all the cards in hand. Don’t underestimate Sejong: despite his early weakness, he can truly become a force to be reckoned with economically and militarily.

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: N/A

War Approach: 3/10
Hostile Approach: 3/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 6/10
Neutral Approach: 12/10
Friendly Approach: 8/10

VictoryCompetitiveness: 2/10
WonderCompetitiveness: 10/10
MinorCivCompetitiveness: 8/10
Boldness: 3/10
DiploBalance: 10/10
WarmongerHate: 10/10
DoFWillingness: 9/10
DenounceWillingness: 4/10
Loyalty: 9/10
Forgiveness: 4/10
Neediness: 3/10
Meanness: 2/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 2/10

Spoiler Shaka (The Zulus) :

Summary
Possessing almost no bonuses outside of his military prowess, Shaka will try to maximize the benefits he can gain from his almost unparalleled martial power to forge himself an empire. With the highest Boldness, Meanness and Tendency to be Warlike among all leaders, it is obvious that Shaka will be on the warpath all game long. With minimum DiploBalance and very low Loyalty and Forgiveness, expect his alliances to be tenuous and his wars to be long. This martial drive of his, however, is also a weakness: guided by his maximum Tendency to Bully and low interest in Friendship, he will create himself enemies that could soon band against him, revealing the weakness of his economy. It is thus very important to capitalize on this aspect: isolating him and fighting his forces in coalition wars is key in preventing him from gaining too much momentum, for once Shaka reaches a critical mass, it becomes difficult to stop him on his path towards Domination (or whatever victory condition he chooses early on).

Primary Victory Pursuit Hint: Domination
Secondary Victory Pursuit Hint: N/A

War Approach: 12/10
Hostile Approach: 9/10
Deceptive Approach: 7/10
Guarded Approach: 1/10
Afraid Approach: -1/10
Neutral Approach: 2/10
Friendly Approach: 5/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 2/10
MinorCivCompetitiveness: -1/10
Boldness: 12/10
DiploBalance: 1/10
WarmongerHate: 1/10
DoFWillingness: 5/10
DenounceWillingness: 7/10
Loyalty: 3/10
Forgiveness: 2/10
Neediness: 5/10
Meanness: 12/10

Neutral Approach (City-State): 6/10
Friendly Approach (City-State): 2/10
Hostile Approach (City-State): 12/10
War Approach (City-State): 8/10

Spoiler Suleiman (The Ottomans) :

Summary
Combining a very much economic-focused unique ability with some of the most potent offensive unique components of the game, Suleiman is an Expansionist leader who will mix the playstyle of an inward leader going for a Scientific victory with the outward drive of a Conqueror. For that, he is helped by high Boldness and DiploBalance, high Loyalty and Forgiveness, high Neediness and Meanness, and high Tendency to be Warlike or Friendly. Always Competitive, he will Bully City-States with one hand while Protecting them with the other. One domain where he is predictable is in his official diplomatic declarations: with very low tendency to be Deceptive and to Denounce, he will be frank about his intentions from the get-go, be it in your interest or not. In the end, trying to balance disparate elements to create a powerful empire, Suleiman will never treat you with indifference, for you’ll either be a precious ally of his or his next target for vassalization.

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: Domination

War Approach: 8/10
Hostile Approach: 6/10
Deceptive Approach: 2/10
Guarded Approach: 5/10
Afraid Approach: 4/10
Neutral Approach: 6/10
Friendly Approach: 8/10

VictoryCompetitiveness: 7/10
WonderCompetitiveness: 7/10
MinorCivCompetitiveness: 8/10
Boldness: 7/10
DiploBalance: 8/10
WarmongerHate: 4/10
DoFWillingness: 7/10
DenounceWillingness: 2/10
Loyalty: 8/10
Forgiveness: 7/10
Neediness: 8/10
Meanness: 7/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 7/10
Hostile Approach (City-State): 9/10
War Approach (City-State): 3/10

Spoiler Theodora (Byzantium) :

Summary
Despite being a Diplomat and a generalist, Theodora is unique in her way of mixing a lot of extremes in her values: very active diplomatically, with high City-State and Wonder Competitiveness, high Willingness to Denounce or make Declarations of Friendship and high Neediness, she has also very high DiploBalance and high Tendency to be Friendly. Behind that daring but charming outward personality, however, hides the highest Tendency to be Deceptive, very high Neediness, high Meanness and only medium Loyalty. She isn’t a warmonger though, with low Boldness and Tendency to be Warlike: her battlefield is on the international stage, where she will use the leverage created by the power of her religion and the web of alliances she will often create to isolate and destroy her competitors. In the end, one must always stay careful around Theodora: through religious pressure, economic power or diplomatic influence, she will have tools to hinder her foes without them even noticing.

Primary Victory Pursuit Hint: N/A
Secondary Victory Pursuit Hint: N/A

War Approach: 3/10
Hostile Approach: 3/10
Deceptive Approach: 12/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Neutral Approach: 5/10
Friendly Approach: 8/10

VictoryCompetitiveness: 6/10
WonderCompetitiveness: 9/10
MinorCivCompetitiveness: 8/10
Boldness: 4/10
DiploBalance: 9/10
WarmongerHate: 8/10
DoFWillingness: 10/10
DenounceWillingness: 8/10
Loyalty: 5/10
Forgiveness: 7/10
Neediness: 9/10
Meanness: 6/10

Neutral Approach (City-State): 5/10
Friendly Approach (City-State): 8/10
Hostile Approach (City-State): 8/10
War Approach (City-State): 3/10

Spoiler Washington (America) :

Summary
A problematic neighbor, Washington is a Coalition-minded leader who likes to be proactive on the world stage while being a thorn in his competitors' side: despite usually going for a Cultural Victory, he has high Boldness and very high willingness to Denounce and to announce that he Protects City-States, meaning that he will always find ways to become a problem, especially with his maximum Diplo Balance, high Meanness and maximum Neediness. Having generally medium values in term of Approaches, he will however like to navigate in turbulent waters: medium Loyalty and high Competitiveness mean that his behavior and allegiances can change a lot throughout the game, despite his high Willingness to make Declarations of Friendship. In short: even as an ally, Washington must be monitored, for he has dangerous potential towards the endgame, and the will to break the status quo to further his agenda whenever needed.

Primary Victory Pursuit Hint: Culture
Secondary Victory Pursuit Hint: N/A

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 5/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Neutral Approach: 8/10
Friendly Approach: 7/10

VictoryCompetitiveness: 8/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 8/10
Boldness: 8/10
DiploBalance: 10/10
WarmongerHate: 6/10
DoFWillingness: 8/10
DenounceWillingness: 9/10
Loyalty: 5/10
Forgiveness: 4/10
Neediness: 10/10
Meanness: 7/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 10/10
Hostile Approach (City-State): 7/10
War Approach (City-State): 4/10

Spoiler William (The Netherlands) :

Summary
Unique in his ability to mend ties with other civilizations, William is a Diplomat leader whose goal is to maintain good relations with everyone: for that, he combines an outwardly goodhearted nature with maximum Willingness to make Declarations of Friendship, maximum Tendency to be Friendly and generally low Competitiveness, with the acumen of a trader capable of maintaining ties with his ancient rivals, with high Forgiveness, low Willingness to Denounce, and the highest DiploBalance among leaders. The only shadows on this apparently flexible personality are his very high WarmongerHate, Competitiveness towards City-States and incredibly high Meanness and Neediness, meaning that he can prove to be quite dangerous when pushed into war, where he is helped by one of the most fearsome naval units in the game. To counter William, try to push him out of his comfort zone by limiting his relations with other civilizations and attacking him on land: only a combination of diplomatic and military attacks can unbalance the economic power he can create if left unhindered.

Primary Victory Pursuit Hint: Diplomatic
Secondary Victory Pursuit Hint: N/A

War Approach: 2/10
Hostile Approach: 3/10
Deceptive Approach: 8/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Neutral Approach: 8/10
Friendly Approach: 10/10

VictoryCompetitiveness: 3/10
WonderCompetitiveness: 4/10
MinorCivCompetitiveness: 10/10
Boldness: 6/10
DiploBalance: 12/10
WarmongerHate: 8/10
DoFWillingness: 10/10
DenounceWillingness: 3/10
Loyalty: 6/10
Forgiveness: 8/10
Neediness: 8/10
Meanness: 9/10

Neutral Approach (City-State): 4/10
Friendly Approach (City-State): 10/10
Hostile Approach (City-State): 6/10
War Approach (City-State): 4/10

Spoiler Wu Zetian (China) :

Summary
An empire forger, Wu Zetian is an Expansionist leader who will try to balance economic prosperity with outward expansion and fierce competition to create a robust, dangerous power. For that, she has to maintain the diplomatic status quo despite her growth, with maximum Tendency to be Neutral and medium Boldness helping her in not going too far. However, when pushed, she will not hesitate to throw herself onto the international stage, with maximum Willingness to Denounce, high WarmongerHate and high Tendency to be Guarded or Deceptive. Protective of friendly City-States, she will use them as a shield and an economic tool to go towards a Scientific or Domination Victory. With some of the highest Competitiveness values among leaders, she will always try to create a spot for herself on the final podium, aided by low Loyalty and very high Meanness and Neediness. To summarize: through isolation, City-States or active diplomatic actions, Wu Zetian will never let her power stagnate, for that is her kit’s greatest weakness.

Primary Victory Pursuit Hint: Science
Secondary Victory Pursuit Hint: Domination

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 8/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Neutral Approach: 10/10
Friendly Approach: 4/10

VictoryCompetitiveness: 10/10
WonderCompetitiveness: 8/10
MinorCivCompetitiveness: 8/10
Boldness: 6/10
DiploBalance: 8/10
WarmongerHate: 9/10
DoFWillingness: 5/10
DenounceWillingness: 10/10
Loyalty: 4/10
Forgiveness: 5/10
Neediness: 9/10
Meanness: 9/10

Neutral Approach (City-State): 3/10
Friendly Approach (City-State): 9/10
Hostile Approach (City-State): 5/10
War Approach (City-State): 5/10




Leader Flavors Spreadsheet
For those who prefer a more visual depiction, a spreadsheet with all the leader flavors in both versions of the game is attached to this post. The spreadsheet also includes the measures of central tendency and a miniature bar graph of the distribution of values for each flavor.

Credit to @Hokiefan00 for the original version of this spreadsheet.
 

Attachments

  • Leader Flavors Spreadsheet.xlsx
    34.1 KB · Views: 32
Last edited:
Guide to the Diplomacy AI's Turn Order
On its turn, the Diplomacy AI runs through the following functions in order. This is simply an outline for future guides.

Startup
SlotStateChange()
- Tests if the player was previously dead and is now alive.
- Tests if the player was a human last turn and is now an AI, or vice versa.
- Updates values accordingly if a change occurred. Personality/flavors can change as a result of the update.

DoUpdateConquestStats()
- AI loops through all players it has met, and all players which have a conquered city that it can see on the map. It adds known players to a list.
- For each known player, if a civ has killed them, vassalized them, or currently owns their capital, add 1 to their number of major civs/City-States conquered.
- Multiple conditions do not stack for the same player.
- If one player has killed them and another has conquered the capital, both get the +1.

DoUpdateCoopWarStates()
- Loop through each major civ.
- For each other major civ, if a coop war request was rejected (or the target was warned) and it's been 30 turns since then, set the coop war state to NONE.
- Note that multiple rejected requests within the 30-turn period will neither reset the counter nor trigger additional warnings. An accepted request will reset the counter, though.
- If the coop war state is PREPARING and it's been 10 turns and the target is still valid, start the coop war.
- If the coop war state is PREPARING and the target is not valid, abort the coop war and notify the human (if a human is participating).

Victory Competition
DoUpdateCompetingForVictory
DoUpdateCurrentVictoryPursuit
DoUpdateRecklessExpanders
DoUpdateWonderSpammers
DoUpdateTechBlockLevels
DoUpdatePolicyBlockLevels
DoUpdateVictoryDisputeLevels
DoUpdateVictoryBlockLevels
Guide Available

Military Stuff
DoUpdateWarStates
DoTestEmpireInBadShapeForWar
DoUpdatePlayerStrengthEstimates
DoUpdateWarProgressScores
DoUpdateWarmongerThreats
DoTestEmpireInBadShapeForWar (second update)
DoUpdateEasyTargets
Guide Pending

Aggressive Postures & Dispute Levels
DoUpdateMilitaryAggressivePostures
DoExpansionBickering
DoUpdatePlotBuyingAggressivePostures
DoUpdateLandDisputeLevels
DoUpdateWonderDisputeLevels
DoUpdateMinorCivDisputeLevels
Guide Pending

Clear Expired Modifiers
DoTestPromises
DoTestBackstabbingPenalties
Guide Pending

Backstabbing
DoTestUntrustworthyFriends
DoUpdateSaneDiplomaticTargets
Guide Pending

Global Politics
DoUpdateOpinions
DoUpdateMajorCivApproaches ("strategic" update)
DoUpdateMajorCompetitors
DoRelationshipPairing
DoUpdatePrimeLeagueAlly
DoUpdateMajorCivApproaches (real update)
DoUpdateWarTargets
DoUpdatePlanningExchanges (second update)
DoUpdatePrimeLeagueAlly (second update)
DoUpdateMinorCivApproaches
DoUpdatePeaceTreatyWillingness
Guides Pending - Basically all of these deserve their own guides; some might be combined

Make Decisions
These functions are not run for humans.
DetermineVassalTaxRates
DoUpdateDemands
MakeWar
DoContactMinorCivs
DoContactMajorCivs
Guides Pending - Basically all of these deserve their own guides; some might be combined

Cleanup
DoCounters()
- Increment turn counters since a message was sent.
- If a DoF or denouncement has expired, cancel it and notify.

Various Logging Functions
These will not be covered.
 
Last edited:
Guide to Victory Competition
Pursuant to the Turn Order guide, here is documentation of all the functions called during the "Victory Competition" phase of the Diplomacy AI's turn.
"We/our/us" is from the AI's perspective.
"They/their" refers to another player the AI is looking at.

IsCloseToAnyVictoryCondition() and associated functions
(Helper Functions)
Purpose: Calculates whether or not this AI player is close to achieving any victory condition.

Code:
- If the game has been won already, always return false for all of these functions except Domination.

CHECK 1. IsCloseToWorldConquest()
- Domination Victory progress starts at 0.
- If Domination Victory is disabled, progress is 0, and the calculation ends.
- If player cannot attempt Domination Victory due to game options (for example, Permanent Peace or Passive Mode), progress is 0, and the calculation ends.
- If player is dead, progress is 0, and the calculation ends.
- Loop through every major civ:
    If they are alive and have cities, add their military might to the total military might
    If they are also on our team (or our vassal), add their military might to our military might
    If their original capital is owned by us, add 1 to Capital Progress.
- Military Might % = Our Military Might * 100 / Total Military Might, rounded down
- Capital Progress % = Capital Progress * 100 / Total Original Major Capitals In World, rounded down
- Domination Victory Progress = Military Might % or Capital Progress %, whichever is highest
- If progress is >= 50, player is close to a Domination Victory.

CHECK 2. Check IsCloseToDiploVictory()
- Diplomatic Victory progress starts at 0.
- If Diplomatic Victory is disabled, progress is 0, and the calculation ends.
- If the World Congress is disabled or hasn't been founded yet, progress is 0, and the calculation ends.
- If player is dead, progress is 0, and the calculation ends.
- Calculate what this player's World Congress votes would be if the UN was in session, even if not possible yet
- Vote % = Calculation result * 100 / votes needed to win Diplo Victory, rounded down
- Vote % Cap = 99 in VP if UN is active, 79 in Community Patch only if UN is active, 59 otherwise
- Diplomatic Victory Progress is the lower value out of Vote % and Vote % Cap.
- If progress is >= 55, player is close to a Diplomatic Victory.

CHECK 3. Check IsCloseToSpaceshipVictory()
- Science Victory progress starts at 0.
- If Science Victory is disabled, progress is 0, and the calculation ends.
- If Research is disabled, progress is 0, and the calculation ends.
- If player is dead, progress is 0, and the calculation ends.
- For each spaceship part completed by this player's team (added to the spaceship), add 1 to Parts Completed.
- Add 1 to Parts Completed if this player's team has completed the Apollo Program.
- Spaceship Progress % = 21 * Parts Completed / Total # of Parts Required, rounded down
- Tech Progress % = # of Techs Researched * 100 / Total # of Techs, rounded down
- Science Victory Progress is Tech Progress % or (78 + Spaceship Progress %), whichever is lower.
- If progress is >= 80, player is close to a Science Victory.

CHECK 4. Check IsCloseToCultureVictory()
- Culture Victory progress starts at 0.
- If Culture Victory is disabled, progress is 0, and the calculation ends.
- If Policy Adoption is disabled, progress is 0, and the calculation ends.
- If player is dead, progress is 0, and the calculation ends.
- Culture Victory Progress % (initial) = 99 or the lowest % Influence towards any civ, whichever is lower
- In VP: Policy Mod = # of policies + tenets adopted - excluding any adopted for free - or 27, whichever is lower
- Culture Victory Progress % (in VP) = initial progress value or (18 + (3 * Policy Mod)), whichever is lower
- If progress is >= 60, player is close to a Culture Victory.


DoUpdateCompetingForVictory()
Purpose: Updates whether or not victory competition and endgame aggression penalties are active for an AI player.
Code:
STEP 1. Are we competing for victory?
- If we're a vassal, do not compete for victory.
- If we were resurrected by any other team, and that team hasn't conquered a city from our team since then, do not compete for victory.
- If we lost our original capital, do not compete for victory.
- If "Disable Victory Competition" game option is active, do not compete for victory.
- Otherwise, compete for victory.

STEP 2. Are we endgame aggressive towards any players?
- If we're not competing for victory (result from Step 1), we're not endgame aggressive towards anyone.
- If "Disable Endgame Aggression" game option is active, we're not endgame aggressive towards anyone.
- If Passive Mode was enabled globally in DiploAIOptions.sql and we're not at war with a player, we're not endgame aggressive towards them.
- If Passive Mode was enabled towards humans in DiploAIOptions.sql, this player is a human, and we're not at war with them, we're not endgame aggressive towards them.
- Otherwise, we are endgame aggressive towards anyone who is close to any victory condition...
- ...and not endgame aggressive towards everyone else.


DoUpdateCurrentVictoryPursuit()
Purpose: Updates which victory condition the AI is currently going for.
Code:
STEP 1. Override
- If a valid individual or general override was set so the AI always pursues a specific victory condition, pick that one.
- Overrides can be set by setting Boldness, WonderCompetitiveness, MinorCivCompetitiveness and DiploBalance to -12, or by setting "Limit Victory Pursuit Randomization" to 3 with a victory pursuit hint specified in XML.
- The override will not apply if the condition is unachievable or disabled.

STEP 2. Always War override
- If the "Permanent War" or "No Changing War or Peace" game options were enabled, always pursue Domination Victory.

STEP 3. Human Victory Pursuit
- If this player is a human, set the current victory pursuit to the primary victory pursuit from XML (if any), and end the function.

STEP 4. Close To Any Victory Condition?
- If we're close to a victory condition, it will go for that victory condition. If it is close to multiple victory conditions at once, the following order of priority is used:
   Domination Victory
   Spaceship Victory
   Culture Victory
   Diplomatic Victory

STEP 5. Do we care a lot about victory pursuits right now?
- If we aren't competing for victory, set "Don't Care" to true.
- If we don't have a grand strategy (Grand Strategy AI), set "Don't Care" to true.
- If our priority for our grand strategy is 500 or less (Grand Strategy AI), set "Don't Care" to true.
- If our grand strategy is Domination and we haven't conquered any other original major capitals and the era is Ancient or Classical, set "Don't Care" to true.
- If our grand strategy is anything else and the era is pre-Renaissance, set "Don't Care" to true.
- Otherwise, set "Don't Care" to false.

If Don't Care is true, just use the default primary victory pursuit that we chose.
If Don't Care is false, Grand Strategy AI decides which victory condition to pursue.
If somehow this doesn't select anything, go for Domination Victory by default.


DoUpdateRecklessExpanders()
Purpose: Updates which players the AI considers to be reckless expanders.
("They believe we are expanding our empire too aggressively!")

Code:
- If we're human OR we're not competing for victory, no one is a reckless expander.

STEP 1. Calculate Global Medians and Totals
- Calculate the global median # of cities owned (only counting living major civs that have cities)
- Calculate the global median # of tiles owned (only counting living major civs that have cities)
- NOTE: If the global median would be an average of two values, the lowest value is used, not the average.
- Loop through all living major civs that have cities
    Add the major civ's # of cities owned to the total # of cities owned
    Add the major civ's # of tiles owned to the total # of tiles owned
    This includes unmet players (rationale: still visible on the score leaderboard)

STEP 2. Check If Each Player Is A Reckless Expander
- Loop through all living major civs that have cities again (those with no cities are not reckless expanders)
- If a player owns less than 4 cities, they're not a reckless expander.
- If our proximity to them is FAR or DISTANT, they're not a reckless expander.
- If we own as many cities as they do (or more), they're not a reckless expander.
- If we own as many tiles as they do (or more), they're not a reckless expander.
- If their target value is DIFFICULT or worse, they're not a reckless expander, they're probably just stronger than us.
- Condition 1: This player has 2x the median number of cities, AND...
   Their cities > (Total # of cities excluding theirs / Total # of players excluding them) * 1.5 (not rounded)
- OR Condition 2: This player has 2.5x the median number of tiles, AND...
   Their tiles > (Total # of plots excluding theirs / Total # of players excluding them) * 1.5 (not rounded)
- If either condition is true, this player is a reckless expander. Otherwise, they aren't.

DoUpdateWonderSpammers()
Purpose: Updates which players the AI considers to be wonder spammers.
("They believe we are building World Wonders too aggressively!")

Code:
- If we're human OR we're not competing for victory, no one is a wonder spammer.

STEP 1. Calculate Global Median and Average
- Calculate the global median # of World Wonders constructed (only counting living major civs *that have built World Wonders*)
    Wonders conquered, World Congress Wonders, and Corporation buildings don't count
- Loop through all living major civs *that have built World Wonders*
    Add the major civ's # of World Wonders constructed to the total # of World Wonders constructed
    This includes unmet players (rationale: still visible on the score leaderboard)
- Divide the total # of World Wonders constructed by the number of players that have built Wonders (min. 1) to get the global average (not rounded).


STEP 2. Check If Each Player Is A Wonder Spammer
- Loop through all living major civs *that have built World Wonders* again (those who haven't aren't wonder spammers)
- If a player has built less than 2 World Wonders, they're not a wonder spammer.
- If we've built at least as many World Wonders as they have, they're not a wonder spammer.
- Proximity check:
   Skip this check if our default primary victory pursuit is Culture Victory
   If our default primary victory pursuit is Domination:
     If we can cross the ocean and their proximity is DISTANT, they're not a wonder spammer.
     If we can't cross the ocean and their proximity is FAR or DISTANT, they're not a wonder spammer.
   If our default primary victory pursuit isn't Domination:
     If we can cross the ocean and their proximity is FAR or DISTANT, they're not a wonder spammer.
     If we can't cross the ocean and their proximity isn't NEIGHBORS, they're not a wonder spammer.
- Wonder Block Mod = An XML value that depends on difficulty level.
   If the player is a human, use the value for their difficulty level
   Otherwise, use the game difficulty level: the average of all human players' difficulty levels
- If the player has built more World Wonders than the median number + 3 - Wonder Block Mod, AND...
   The player has built more World Wonders than the global average * 1.5 (not rounded)
- Then the player is a wonder spammer. Otherwise, they aren't.


DoUpdateTechBlockLevels()
Purpose: Updates how much aggression the AI feels towards each player because of their tech count.
Code:
- If we're a human, Research is disabled, or we're not competing for victory, everyone's Tech Block Level is NONE.

STEP 1. Calculate Tech Mod
- Tech Mod starts at 0.
- Add 1 to Tech Mod if our default primary victory pursuit is Science Victory OR our UA grants us science bonuses.
- Subtract 1 from Tech Mod if Science Victory is disabled.
- Add 1 to Tech Mod if Science Victory is enabled, we're in Renaissance or later, and our current victory pursuit is Science Victory.

STEP 2. Calculate Each Player's Tech Difference
- If neither we nor the other player has reached the Classical Era, their Tech Block Level is NONE.
- If the player is dead or has no cities, their Tech Block Level is NONE.
- If we're Endgame Aggressive to this player and they're close to Science Victory, their Tech Block Level is FIERCE.
- Otherwise, Tech Difference = Their Techs - Our Techs
- If Tech Difference = 0 and we're in Medieval or earlier, their Tech Block Level is NONE.
- Add Tech Mod to Tech Difference.
- If the player isn't untrustworthy and we haven't denounced them:
    Subtract 1 if we have a Research Agreement with them
    Subtract 1 if Tech Trading is enabled, we have a DoF and mutual embassies, and they have the tech for tech trading
    Subtract 1 if we have a Defensive Pact with them
- If Tech Difference is 0 or less, their Tech Block Level is NONE.

STEP 3. Final Assessment For Each Player
- Multiply Tech Difference by our DiploBalance flavor.
- Add Tech Block Mod (a difficulty value in XML) to Tech Difference.
   If the player is a human, use the value for their difficulty level
   Otherwise, use the game difficulty level: the average of all human players' difficulty levels
- If Tech Difference >= 30, Tech Block Level is FIERCE.
- If Tech Difference >= 20, Tech Block Level is STRONG.
- If Tech Difference >= 10, Tech Block Level is WEAK.
- If Tech Difference < 10, Tech Block Level is NONE.

DoUpdatePolicyBlockLevels()
Purpose: Updates how much aggression the AI feels towards each player because of their Social Policy count.
Code:
- If we're a human, Policy Adoption is disabled, or we're not competing for victory, everyone's Policy Block Level is NONE.

STEP 1. Calculate Policy Mod
- Policy Mod starts at 0.
- Add 1 to Policy Mod if our default primary victory pursuit is Culture Victory OR our UA grants us culture bonuses.
- Subtract 1 from Policy Mod if Culture Victory is disabled.
- Add 1 to Policy Mod if Science Victory is enabled, we're in Renaissance or later, and our current victory pursuit is Culture Victory.

STEP 2. Calculate Each Player's Policy Difference
- If neither we nor the other player has reached the Classical Era, their Policy Block Level is NONE.
- If the player is dead or has no cities, their Policy Block Level is NONE.
- If we're Endgame Aggressive to this player and they're close to Culture Victory, their Policy Block Level is FIERCE.
- Otherwise, Policy Difference = Their Policies - Our Policies (including openers, excluding finishers)
- If Policy Difference < 0, their Policy Block Level is NONE.
- If Policy Difference = 0 and we're in Medieval or earlier, their Policy Block Level is NONE.
- If Policy Difference <= 1 and Our Policies <= 1, their Policy Block Level is NONE.
- Add Policy Mod to Policy Difference.
- If Policy Difference is 0 or less, their Policy Block Level is NONE.

STEP 3. Final Assessment For Each Player
- Multiply Policy Difference by our DiploBalance flavor.
- Add Policy Block Mod (a difficulty value in XML) to Policy Difference.
   If the player is a human, use the value for their difficulty level
   Otherwise, use the game difficulty level: the average of all human players' difficulty levels
- If Policy Difference >= 24, Policy Block Level is FIERCE.
- If Policy Difference >= 16, Policy Block Level is STRONG.
- If Policy Difference >= 8, Policy Block Level is WEAK.
- If Policy Difference < 8, Policy Block Level is NONE.


DoUpdateVictoryDisputeLevels()
Purpose: Updates how much aggression the AI feels towards each player because of competition for the SAME victory condition.
Code:
- If we're human, the game turn is <= 150, or we're not competing for victory, everyone's Victory Dispute Level is NONE.
- If we don't have a grand strategy or our grand strategy priority is <= 500 (Grand Strategy AI), everyone's Victory Dispute Level is NONE.
- Skip players whose cached Opinion Rating is ALLY if we're not at war with them.

STEP 1. Grand Strategy Guess & Victory Dispute Weight for Each Player
- Every turn, Grand Strategy AI guesses other players' current victory pursuits.
- It also assigns a confidence rating (Unsure, Likely or Positive) to each guess.
- If we have no clue what their current victory pursuit is, their Victory Dispute Level is NONE.
- If this player's guessed victory pursuit is different from our current grand strategy, their Victory Dispute Level is NONE.
- Victory Dispute Weight = 25 if guess confidence is Positive, 15 if Likely, 5 if Unsure
- Subtract (6 - Game Average Era) from Victory Dispute Weight.
- If Victory Dispute Weight is 0 or less, their Victory Dispute Level is NONE.

STEP 2. Final Assessment For Each Player
- Multiply Victory Dispute Weight by our VictoryCompetitiveness flavor.
- Add Victory Dispute Mod (a difficulty value in XML) to Victory Dispute Weight.
   If the player is a human, use the value for their difficulty level
   Otherwise, use the game difficulty level: the average of all human players' difficulty levels
- If Victory Dispute Weight >= 80, Victory Dispute Level is FIERCE.
- If Victory Dispute Weight >= 50, Victory Dispute Level is STRONG.
- If Victory Dispute Weight >= 30, Victory Dispute Level is WEAK.
- If Victory Dispute Weight < 30, Victory Dispute Level is NONE.


DoUpdateVictoryBlockLevels()
Purpose: Updates how much aggression the AI feels towards each player because of competition for a DIFFERENT victory condition.
Code:
- If we're human, the game turn is <= 150, or we're not competing for victory, everyone's Victory Block Level is NONE.
- If we don't have a grand strategy or our grand strategy priority is <= 500 (Grand Strategy AI), everyone's Victory Block Level is NONE.
- Skip players whose cached Opinion Rating is FRIEND or ALLY if we're not at war with them.

STEP 1. Grand Strategy Guess & Victory Block Exclusions
- Every turn, Grand Strategy AI guesses other players' current victory pursuits.
- It also assigns a confidence rating (Unsure, Likely or Positive) to each guess.
- If we have no clue what their current victory pursuit is, their Victory Block Level is NONE.
- If this player's guessed victory pursuit is the same as our current grand strategy, their Victory Block Level is NONE.

- If we guessed Diplomatic Victory and their votes if we were in the UN session are less than 1/3rd of the total required to win, their Victory Block Level is NONE.

- If we guessed Domination Victory:
   If their Warmonger Threat isn't SEVERE or CRITICAL and...
   They haven't conquered at least 1/3rd of major civs ever alive...
   Then their Victory Block Level is NONE.

- If we guessed Science Victory:
   If they're not ahead of at least half the other civs in tech (excluding dead players, unmet players, and those with no cities), and...
   They haven't built any Spaceship Parts or the Apollo Program, and...
   Their Tech Block Level isn't STRONG or FIERCE...
   Then their Victory Block Level is NONE.

- If we guessed Culture Victory:
   If they aren't a wonder spammer, and...
   They're not influential on 2 or more civs, and...
   Their Policy Block Level isn't STRONG or FIERCE...
   Then their Victory Block Level is NONE.

STEP 2. Victory Block Weight
- Victory Block Weight = 20 if guess confidence is Positive
- Victory Block Weight = 15 if guess confidence is Likely
- Victory Block Weight = 5 if guess confidence is Unsure
- Add 10 to Victory Block Weight for each Spaceship Part built or in production (and also the Apollo Program) if we guessed Science Victory
- If Victory Block Weight is 0 or less, their Victory Block Level is NONE.

STEP 2. Final Assessment For Each Player
- Add our VictoryCompetitiveness flavor to Victory Block Weight.
- Add our Meanness flavor to Victory Block Weight.
- Add our DiploBalance flavor to Victory Block Weight.
- Add the current game (average) era to Victory Block Weight. Era is 0 in Ancient, 1 in Classical, 2 in Medieval, etc.
- Add Victory Block Mod (a difficulty value in XML) to Victory Block Weight.
   If the player is a human, use the value for their difficulty level
   Otherwise, use the game difficulty level: the average of all human players' difficulty levels
- If Victory Block Weight >= 40, Victory Block Level is FIERCE.
- If Victory Block Weight >= 30, Victory Block Level is STRONG.
- If Victory Block Weight >= 20, Victory Block Level is WEAK.
- If Victory Block Weight < 20, Victory Block Level is NONE.
 
Last edited:
Status
Not open for further replies.
Top Bottom