What Would Gandhi Do? - AI Rebalancing Mod

Wonderful! Your insights into any changes you notice would be invaluable to me, Thal.
 
I know it's not exactly the scope of this mod, but do you know if it's possible to display more of the modifiers on the diplomacy pane? Things like the stuff in item #1 in your list aren't displayed in vanilla. This inconsistency in the latest patch bugs me (they added display of some modifiers but not all).
 
I'm sure it could be addable through the Lua files, though I am not sure if that will be in my capacities or not. Either way, I will certainly give it a proper look.
 
I know it's not exactly the scope of this mod, but do you know if it's possible to display more of the modifiers on the diplomacy pane? Things like the stuff in item #1 in your list aren't displayed in vanilla. This inconsistency in the latest patch bugs me (they added display of some modifiers but not all).

If you want to add any tooltips, they are handled in InfoTooltipInclude in the GetMoodInfo function
 
Game is over :)

One little story to tell:

I had DoF with Arabia and India.

India and Siam had 2 short wars against each others.
I had a war over Egypt, took 4 cities.
That was all wars - we are in Modern Age now.
I am leader in score, being on my way to win SS.

We all denounce Siam. Siam is hostile to me.
There is CS Geneva, ally of Siam, protected by Siam, Arabia and India

Arabia comes and asks me to together DoW Siam.
I say OK, let's start.
Siam has Geneva and Rio as 2 CS allies

Rio captures an Arabian city
I capture Geneva

and...

...this makes my two friends turn against me:
- they denounce me
- they become guarded
- they don't trade

How far is that OK?

I mean, Geneva was enemy, I was asked to take part in the war...
I understand that I may not be liked - but for other reasons...
 
I will see if I can alter warmonger anger about CSes.

...especially when they are enemies in a war!
I think in that case, when CS is an ally of a normal civ,
me killing a CS should not mean more than capturing a city of the civ...

killing off a peaceful CS, that can be BAD BOY move, though...
 
I will see if I can alter warmonger anger about CSes.

Aye, in my opinion you should get big badboy points for declaring but not for capturing the city. I think the city capture modifiers are somewhat exaggerated in general.
 
That is what I'll try to tweak. God knows if any of this will work well in practice. This game has such godawful ugly code.

I just looked into DiploCurrentDeals for the first time and was horrified that a AAA game would leave in code like that.
 
I think there are 3 things that really need to be changed next:
1) Make sure that if Civ X asks you to declare war on Civ Y (and, by extension, any city states currently allied with it) you DON'T incur warmonger hate from Civ X for the declaration or any subsequent conquests. You should still incur the hate from other Civ's however.

2) I don't know how, but somehow the AI's definition of "settling near us" has to change. At the moment it seems t make no sense and almost always results in your neighbours hating you. I think it should be measured by relative distance between the capitals. i.e settling a site which is 5 tiles from your cap but 6 from theirs is ok but settling 5 tiles from their cap but 6 from yours is not.

3) Get rid of the "your friend found a reason to denounce you" negative modifier for two reasons. Firstly, due to the, at times seemingly random nature of denouncements, it's basically a punishment for attempting to nurture friendships. Secondly, it makes becoming friends with a civ, then denouncing them a viable tactic to ruin their diplomatic situation. Shouldn't the civ who denounces their friend be the only one who gets the bad rep?
 
I think I found out where the extra happiness is coming from.

I did a simple mod to change the SETTLER handicap from 15 to 9. Then started a game on PRINCE. Using Info Addict the AI's starting happiness was 9 vs my 6. My suspicion was that the AI is getting the SETTLER handicap and sure enough that seems to be the case. The extra 3 happiness is probably coming from further happiness bonuses on settler.

Hope that helps.

I investigated this a bit more and it seems that the AI uses the STANDARD_HANDICAP_QUICK post define instead of the AI_HANDICAP post define. So it plays on Chieftain with 60% unhappiness, 12 starting happiness and +1 per luxury...
 
I investigated this a bit more and it seems that the AI uses the STANDARD_HANDICAP_QUICK post define instead of the AI_HANDICAP post define. So it plays on Chieftain with 60% unhappiness, 12 starting happiness and +1 per luxury...

Excellent investigating!

After several games with this mod, the most successful way in general to have avoid being ultimately viewed negatively by most if not all civs, is to avoid DoF. There are basically two reasons to befriend a civ: to avoid being attacked and to gain beneficial trade status. Befriending can be helpful to avoid attack until the late game, but isn't required. As for trading, civ personalities and relative status have a lot to do with it. I have had optimal trading relations with non-friend civs, and suffered less damaging ones by not getting caught up in the Friendship maze.

By the way, bribing to declare war doesn't have an effect on diplomatic status.
 
Well, judging by your experiences thus far, it seems that while the AI has less teeth in certain areas, but the DoF issue of being more trouble than its worth still exists. Lots to tackle in Version 2 (which is what I will be working on today).
 
Well, judging by your experiences thus far, it seems that while the AI has less teeth in certain areas, but the DoF issue of being more trouble than its worth still exists. Lots to tackle in Version 2 (which is what I will be working on today).

Yes. I started by signing lots of DoF's and gradually worked my way to none. In some cases I am treated so literally like a Friend that I occasionally check to make sure I didn't accidentally agree to a DoF.
 
Fixing this AI handicap thing seems like it might be a little bit more annoying than originally thought. It is very difficult to discover exactly what bonuses or negatives the AI is receiving from the player and/or AI lists for handicaps.
 
Fixing this AI handicap thing seems like it might be a little bit more annoying than originally thought. It is very difficult to discover exactly what bonuses or negatives the AI is receiving from the player and/or AI lists for handicaps.

I always keep in mind that although your mod "features" improved diplomacy, one of its more fundamental aspects is altering the AI happiness buff. Now that you know how to adjust that further, this aspect of the mod may actually give the AI a reason to take luxury resources seriously.
 
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