What Would Gandhi Do?
An attempt to normalize AI behavior into something a little more sane.
Version 6- Stable located in the CivFanatics Database
Version 5 - Unstable on Mod Browser (search WWGD)
What the mod does:
v.0.1
-Sharply decreases AI anger at border expansion, tile purchasing, and settling.
-Increases likelihood of AI cherrypicking policies from several trees to better fit its goals
-Increases AI likelihood of getting Freedom tree if going for Culture wins and Rationalism if going for Spaceship wins
-AI will now more heavily weigh UN, Culture, and Spaceship victories
-AI will move units less randomly and bring larger forces when attacking cities
-AI more likely to bribe CSes when pursuing Diplo wins
-Declarations of Friendship mean more to the AI
-AI pursuing Culture victories will not hard cap at 4 cities (which was getting them slaughtered)
-AI no longer given happiness handicaps. Instead, given faster construction, and one extra warrior on Deity. The unhappiness bonus was allowing the AI to play by an entirely different ruleset, rather than just getting a head start
v.0.2
-Allows player to end Declarations of Friendship
-Lowered negative effects of being denounced by a friend significantly (Should lower chain denounces).
-Lowered negative effects of being at war with a friend significantly (Should lower chain denounces).
-Slightly decreased threshold to become friends/remain friends.
-Decreased likelihood of DoW against CS influence competitors slightly.
-AI less likely to ignore CSes while at war.
-AI less likely to ask for peace with only minor damage.
-Threat lowered for attacking/conquering CSes. (An attempt to counter wars with CS allies leading to world hate).
-Severly decreased victory disputes to only occur when the AI is positive on victory type AND several turns have passed.
-Severly decreased land disputes to only occur when several turns have passed and expansion is aggressive. (Less likely to covet)
-Diplomacy penalties from land disputes halved. (They covet our lands will hurt only half as bad.)
-Will display more information about leader mood in regards to land/victory/wonder/minorciv disputes and warmonger threat. (Will not show if AI deceptive)
v.0.3
-Fixes compatibility issue with robk's InfoAddict
-Fixes compatibility issue with alpaca's PlayWithMe
In both cases, this mod should load after these to work properly, as this mod incorporates their code, but theirs do not incorporate mine.
v.0.4
-Makes AI slightly more aggressive and competitive than previous versions
-Fixes part of an error in ending Declarations of Friendship where you needed to ask for a friendship a second time.
v.0.5
-Eliminates the final bits of AI happiness bonuses WITHOUT affecting player bonuses at the various handicap levels (combared to AI Equalizer, which vastly alters human handicaps)
-Adds extra starting units at Immortal and Deity levels for the AI to better prevent worker theft
v.0.6
-Compatibility with March 2011 patch.
I need playtesters to try out the mod and note any changes in AI behavior than normal. Keep special track of DoFs, when AIs go Hostile, and their armies when attacking.
Special thanks go to Kael and Thal for their FAQs and alpaca for his help.
Thank you especially to my playtesters!
An attempt to normalize AI behavior into something a little more sane.
Version 6- Stable located in the CivFanatics Database
Version 5 - Unstable on Mod Browser (search WWGD)
What the mod does:
Spoiler :
v.0.1
-Sharply decreases AI anger at border expansion, tile purchasing, and settling.
-Increases likelihood of AI cherrypicking policies from several trees to better fit its goals
-Increases AI likelihood of getting Freedom tree if going for Culture wins and Rationalism if going for Spaceship wins
-AI will now more heavily weigh UN, Culture, and Spaceship victories
-AI will move units less randomly and bring larger forces when attacking cities
-AI more likely to bribe CSes when pursuing Diplo wins
-Declarations of Friendship mean more to the AI
-AI pursuing Culture victories will not hard cap at 4 cities (which was getting them slaughtered)
-AI no longer given happiness handicaps. Instead, given faster construction, and one extra warrior on Deity. The unhappiness bonus was allowing the AI to play by an entirely different ruleset, rather than just getting a head start
v.0.2
-Allows player to end Declarations of Friendship
-Lowered negative effects of being denounced by a friend significantly (Should lower chain denounces).
-Lowered negative effects of being at war with a friend significantly (Should lower chain denounces).
-Slightly decreased threshold to become friends/remain friends.
-Decreased likelihood of DoW against CS influence competitors slightly.
-AI less likely to ignore CSes while at war.
-AI less likely to ask for peace with only minor damage.
-Threat lowered for attacking/conquering CSes. (An attempt to counter wars with CS allies leading to world hate).
-Severly decreased victory disputes to only occur when the AI is positive on victory type AND several turns have passed.
-Severly decreased land disputes to only occur when several turns have passed and expansion is aggressive. (Less likely to covet)
-Diplomacy penalties from land disputes halved. (They covet our lands will hurt only half as bad.)
-Will display more information about leader mood in regards to land/victory/wonder/minorciv disputes and warmonger threat. (Will not show if AI deceptive)
v.0.3
-Fixes compatibility issue with robk's InfoAddict
-Fixes compatibility issue with alpaca's PlayWithMe
In both cases, this mod should load after these to work properly, as this mod incorporates their code, but theirs do not incorporate mine.
v.0.4
-Makes AI slightly more aggressive and competitive than previous versions
-Fixes part of an error in ending Declarations of Friendship where you needed to ask for a friendship a second time.
v.0.5
-Eliminates the final bits of AI happiness bonuses WITHOUT affecting player bonuses at the various handicap levels (combared to AI Equalizer, which vastly alters human handicaps)
-Adds extra starting units at Immortal and Deity levels for the AI to better prevent worker theft
v.0.6
-Compatibility with March 2011 patch.
I need playtesters to try out the mod and note any changes in AI behavior than normal. Keep special track of DoFs, when AIs go Hostile, and their armies when attacking.
Special thanks go to Kael and Thal for their FAQs and alpaca for his help.
Thank you especially to my playtesters!