What is the reason for early game city gift?

gavenkoa

Prince
Joined
Jun 11, 2019
Messages
485
Location
Ukraine
Watched game:


Why Lain gifted city?

To please rival? To secure himself from another rival? To cripple rival maintenance cost?
 
Generally for diplo boost to an unpleasant neighbor. If Toku, it can be a way to open borders faster.

There are other advanced reasons for gift cities later but quite complex.
 
Hmmm....Lain did not appear to explain fully, but I think in part it was a preemptive settle to keep KK or BK from settling closer. So I think in part for diplo but also strategic decision for a couple of reasons. Prevent border tension with you and increase it among the rivals. That’s my guess. Deity level can require some unique tactics not just to win but to survive early.
 
His capital had 2 corn and 1 pig. That's a crazy amount of food, and you don't want it to just go to waste and avoid growth. So you consider ways to use that food. The answer can't just be whipping, as he would still grow faster and run into unhappiness. I think he's sharing the pigs, but the corn isn't easily shareable. Worker utilizes food, but he doesn't really need another worker. That leaves Settler, but his economy is currently breaking even at 50% research. There are no cities that can help with his commerce situation in the short-term (doesn't have techs to work the gems or wine for instance). So all he was left with was gift city at this point. He also figured at the start of construction that he was alone on an island with Charlie, who won't plot at pleased. So that one settler gift means complete safety, and he could run his civ at minimal unit maintenance cost until he was ready to go to war.
 
Charly does not declare at pleased.

If you gift him a city on that map, you basically set yourself up to be completely safe until you are ready to strike.
(As Kublai is more likely to attack Charly since Charly will be a land target of Kublai and you will not.
 
Check the link below.
Great! I wish it was built into in game help system...

I checked XML: Assets/XML/Civilizations/CIV4LeaderHeadInfos.xml

Spoiler Shaka XML description :

HTML:
<LeaderHeadInfo>
  <Type>LEADER_SHAKA</Type>
  <Description>TXT_KEY_LEADER_SHAKA</Description>
  <Civilopedia>TXT_KEY_LEADER_SHAKA_PEDIA</Civilopedia>
  <ArtDefineTag>ART_DEF_LEADER_SHAKA</ArtDefineTag>
  <iWonderConstructRand>10</iWonderConstructRand>
  <iBaseAttitude>-1</iBaseAttitude>
  <iBasePeaceWeight>2</iBasePeaceWeight>
  <iPeaceWeightRand>3</iPeaceWeightRand>
  <iWarmongerRespect>2</iWarmongerRespect>
  <iEspionageWeight>100</iEspionageWeight>
  <iRefuseToTalkWarThreshold>10</iRefuseToTalkWarThreshold>
  <iNoTechTradeThreshold>5</iNoTechTradeThreshold>
  <iTechTradeKnownPercent>50</iTechTradeKnownPercent>
  <iMaxGoldTradePercent>5</iMaxGoldTradePercent>
  <iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
  <iMaxWarRand>50</iMaxWarRand>
  <iMaxWarNearbyPowerRatio>90</iMaxWarNearbyPowerRatio>
  <iMaxWarDistantPowerRatio>50</iMaxWarDistantPowerRatio>
  <iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent>
  <iLimitedWarRand>160</iLimitedWarRand>
  <iLimitedWarPowerRatio>100</iLimitedWarPowerRatio>
  <iDogpileWarRand>50</iDogpileWarRand>
  <iMakePeaceRand>80</iMakePeaceRand>
  <iDeclareWarTradeRand>40</iDeclareWarTradeRand>
  <iDemandRebukedSneakProb>40</iDemandRebukedSneakProb>
  <iDemandRebukedWarProb>40</iDemandRebukedWarProb>
  <iRazeCityProb>50</iRazeCityProb>
  <iBuildUnitProb>40</iBuildUnitProb>
  <iBaseAttackOddsChange>4</iBaseAttackOddsChange>
  <iAttackOddsChangeRand>8</iAttackOddsChangeRand>
  <iWorseRankDifferenceAttitudeChange>-2</iWorseRankDifferenceAttitudeChange>
  <iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange>
  <iCloseBordersAttitudeChange>-4</iCloseBordersAttitudeChange>
  <iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
  <iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
  <iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
  <iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
  <iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
  <iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
  <iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
  <iSameReligionAttitudeChangeLimit>3</iSameReligionAttitudeChangeLimit>
  <iDifferentReligionAttitudeChange>0</iDifferentReligionAttitudeChange>
  <iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>
  <iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>
  <iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>
  <iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>
  <iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>
  <iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>
  <iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>
  <iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>
  <iShareWarAttitudeChange>1</iShareWarAttitudeChange>
  <iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>
  <iShareWarAttitudeChangeLimit>4</iShareWarAttitudeChangeLimit>
  <iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
  <iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>
  <iFavoriteCivicAttitudeChangeLimit>2</iFavoriteCivicAttitudeChangeLimit>
  <DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
  <NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
  <TechRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</TechRefuseAttitudeThreshold>
  <StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold>
  <HappinessBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HappinessBonusRefuseAttitudeThreshold>
  <HealthBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HealthBonusRefuseAttitudeThreshold>
  <MapRefuseAttitudeThreshold>ATTITUDE_ANNOYED</MapRefuseAttitudeThreshold>
  <DeclareWarRefuseAttitudeThreshold>ATTITUDE_ANNOYED</DeclareWarRefuseAttitudeThreshold>
  <DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarThemRefuseAttitudeThreshold>
  <StopTradingRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StopTradingRefuseAttitudeThreshold>
  <StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
  <AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
  <ConvertReligionRefuseAttitudeThreshold>ATTITUDE_ANNOYED</ConvertReligionRefuseAttitudeThreshold>
  <OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold>
  <DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
  <PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
  <VassalRefuseAttitudeThreshold>ATTITUDE_PLEASED</VassalRefuseAttitudeThreshold>
  <iVassalPowerModifier>20</iVassalPowerModifier>
  <iFreedomAppreciation>10</iFreedomAppreciation>
  <FavoriteCivic>CIVIC_POLICE_STATE</FavoriteCivic>
  <FavoriteReligion>NONE</FavoriteReligion>
  <Traits>
          <Trait>
                  <TraitType>TRAIT_AGGRESSIVE</TraitType>
                  <bTrait>1</bTrait>
          </Trait>
          <Trait>
                  <TraitType>TRAIT_EXPANSIVE</TraitType>
                  <bTrait>1</bTrait>
          </Trait>
  </Traits>
  <Flavors>
          <Flavor>
                  <FlavorType>FLAVOR_MILITARY</FlavorType>
                  <iFlavor>10</iFlavor>
          </Flavor>
  </Flavors>
  <ContactRands>
          <ContactRand>
                  <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
                  <iContactRand>250</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
                  <iContactRand>250</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_JOIN_WAR</ContactType>
                  <iContactRand>20</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_STOP_TRADING</ContactType>
                  <iContactRand>50</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_GIVE_HELP</ContactType>
                  <iContactRand>100</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_ASK_FOR_HELP</ContactType>
                  <iContactRand>250</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
                  <iContactRand>1000</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_OPEN_BORDERS</ContactType>
                  <iContactRand>20</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
                  <iContactRand>80</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
                  <iContactRand>80</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_PEACE_TREATY</ContactType>
                  <iContactRand>20</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_TRADE_TECH</ContactType>
                  <iContactRand>5</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_TRADE_BONUS</ContactType>
                  <iContactRand>5</iContactRand>
          </ContactRand>
          <ContactRand>
                  <ContactType>CONTACT_TRADE_MAP</ContactType>
                  <iContactRand>20</iContactRand>
          </ContactRand>
  </ContactRands>
  <ContactDelays>
          <ContactDelay>
                  <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
                  <iContactDelay>50</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
                  <iContactDelay>50</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_JOIN_WAR</ContactType>
                  <iContactDelay>20</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_STOP_TRADING</ContactType>
                  <iContactDelay>20</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_GIVE_HELP</ContactType>
                  <iContactDelay>50</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_ASK_FOR_HELP</ContactType>
                  <iContactDelay>50</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
                  <iContactDelay>50</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_OPEN_BORDERS</ContactType>
                  <iContactDelay>20</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
                  <iContactDelay>20</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
                  <iContactDelay>20</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_PEACE_TREATY</ContactType>
                  <iContactDelay>10</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_TRADE_TECH</ContactType>
                  <iContactDelay>30</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_TRADE_BONUS</ContactType>
                  <iContactDelay>20</iContactDelay>
          </ContactDelay>
          <ContactDelay>
                  <ContactType>CONTACT_TRADE_MAP</ContactType>
                  <iContactDelay>50</iContactDelay>
          </ContactDelay>
  </ContactDelays>
  <MemoryDecays>
          <MemoryDecay>
                  <MemoryType>MEMORY_GIVE_HELP</MemoryType>
                  <iMemoryRand>200</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_REFUSED_HELP</MemoryType>
                  <iMemoryRand>100</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
                  <iMemoryRand>50</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
                  <iMemoryRand>150</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
                  <iMemoryRand>100</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
                  <iMemoryRand>50</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
                  <iMemoryRand>100</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
                  <iMemoryRand>50</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType>
                  <iMemoryRand>150</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
                  <iMemoryRand>100</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
                  <iMemoryRand>100</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
                  <iMemoryRand>50</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType>
                  <iMemoryRand>30</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType>
                  <iMemoryRand>20</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType>
                  <iMemoryRand>10</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
                  <iMemoryRand>100</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType>
                  <iMemoryRand>20</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
                  <iMemoryRand>10</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
                  <iMemoryRand>10</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
                  <iMemoryRand>50</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
                  <iMemoryRand>50</iMemoryRand>
          </MemoryDecay>
  </MemoryDecays>
  <MemoryAttitudePercents>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_DECLARED_WAR</MemoryType>
                  <iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
                  <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_NUKED_US</MemoryType>
                  <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_RAZED_CITY</MemoryType>
                  <iMemoryAttitudePercent>-250</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
                  <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_GIVE_HELP</MemoryType>
                  <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_REFUSED_HELP</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
                  <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
                  <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
                  <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
                  <iMemoryAttitudePercent>50</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_STOPPED_TRADING</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_MADE_DEMAND</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
                  <iMemoryAttitudePercent>5</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
                  <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
                  <iMemoryAttitudePercent>200</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
                  <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
                  <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
          <MemoryAttitudePercent>
                  <MemoryType>MEMORY_LIBERATED_CITIES</MemoryType>
                  <iMemoryAttitudePercent>150</iMemoryAttitudePercent>
          </MemoryAttitudePercent>
  </MemoryAttitudePercents>
  <NoWarAttitudeProbs>
          <NoWarAttitudeProb>
                  <AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
                  <iNoWarProb>40</iNoWarProb>
          </NoWarAttitudeProb>
          <NoWarAttitudeProb>
                  <AttitudeType>ATTITUDE_PLEASED</AttitudeType>
                  <iNoWarProb>90</iNoWarProb>
          </NoWarAttitudeProb>
          <NoWarAttitudeProb>
                  <AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
                  <iNoWarProb>100</iNoWarProb>
          </NoWarAttitudeProb>
  </NoWarAttitudeProbs>
  <UnitAIWeightModifiers>
          <UnitAIWeightModifier>
                  <UnitAIType>UNITAI_PILLAGE</UnitAIType>
                  <iWeightModifier>100</iWeightModifier>
          </UnitAIWeightModifier>
  </UnitAIWeightModifiers>
  <ImprovementWeightModifiers>
          <ImprovementWeightModifier>
                  <ImprovementType>IMPROVEMENT_FARM</ImprovementType>
                  <iWeightModifier>20</iWeightModifier>
          </ImprovementWeightModifier>
  </ImprovementWeightModifiers>
</LeaderHeadInfo>


I definitely benefit from integratoin of this info into BUG/Sevopedia! Does anyone know about such attempts?
 
if you watch further you will see that Kublai attacks Charlie at exact that gifted city. So the placement of the gift (between the other two rivals) was good as Kublai felt blocked off from more expansion and "blamed" Charlie for that. Gifting a city should either transform someone's attitude to pleased (to be safe from him or to enable trading) or should create tensions between him and someone else. In any case, the city should have lots of unwanted land (desert, jungle, tundra) or destroy resources (1 tile away from coast and fish, directly on gems/gold etc..).
 
I was fascinated by MemoryDecays parameter:
Spoiler MemoryDecay sample :
HTML:
         <MemoryDecay>
                  <MemoryType>MEMORY_GIVE_HELP</MemoryType>
                  <iMemoryRand>200</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_REFUSED_HELP</MemoryType>
                  <iMemoryRand>100</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
                  <iMemoryRand>50</iMemoryRand>
          </MemoryDecay>


http://modiki.civfanatics.com/index.php?title=Civ4LeaderHeadInfos

I don't know that Leaders can forget my good and bad acts towards them. Although are changed pretty slow...
 
I was fascinated by MemoryDecays parameter:
Spoiler MemoryDecay sample :
HTML:
         <MemoryDecay>
                  <MemoryType>MEMORY_GIVE_HELP</MemoryType>
                  <iMemoryRand>200</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_REFUSED_HELP</MemoryType>
                  <iMemoryRand>100</iMemoryRand>
          </MemoryDecay>
          <MemoryDecay>
                  <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
                  <iMemoryRand>50</iMemoryRand>
          </MemoryDecay>


http://modiki.civfanatics.com/index.php?title=Civ4LeaderHeadInfos

I don't know that Leaders can forget my good and bad acts towards them. Although are changed pretty slow...

Ya, the mem decay is pretty neat.

I was most recently angered by the AI refusing to talk (!) after I agreed to stop trading with them due to an AI demand.
It is only a 1-in-30 chance each turn that they will talk to me once again so I can trade techs, gold, and cities with them. :cry:


Weirdest thing is that "Your Spy was Caught Causing Trouble!" has a -1 diplo penalty that never decays.
I guess they figured that the 1 in 4 chance of the -1 penalty triggering when a spy was caught and killed was generous enough.
 
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