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XML editing: CIV4LeaderHeadInfos

Discussion in 'Civ4 - Creation & Customization' started by Asjo, May 13, 2008.

  1. Asjo

    Asjo Warlord

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    All about CIV4LeaderHeadInfos

    XML info

    File path: XML\Civilizations\CIV4LeaderHeadInfos.xml
    Use of file: This file helps define the details, attitude and tendencies of each leader. Tweaking it allows possible the greatest effects on gameplay as it ultimately defines how the AI acts within the boundaries of the game. If you want to chance genereal things like more war, more less, longer wars, more tactile wars, more religious emphasis lighter diplomatic relations and the like, you can change it here. Moreover, if you want to make a new leader, you will need to know the specifics of these values to really make that leader unique, fitting your image or the scenario you set up.

    Bagground

    Idea

    The point is the have all info about each XML-file in one place, starting with this one.

    I for one am tired of having to search around for hours to find untrustworthy answers to what exactly all the different values mean. That's why I want to create a topic for every single important XML-file so that people only have to go one place for all important imformation. I have seen it done other places to a limited degree, but nothing like this.

    So, I spent five hours this evening piecing things together to compile a list of all the values/definitions for this XML-file. Feel free to make suggestions, correction or additions. One thing I have really had problems with are all the divisor values, which I think I got wrong.

    Game version: Civilization IV - Beyond the Sword v. 3.13

    Explanation of terms

    GS = Game standard, the lowest and highest value defined in the game. Sometimes only one value is present.

    Probability = Likelyhood in percent

    Random chance = The random chance means that a random number has to be within a certain range. So therefore, the lower the number, the greater the chance.

    Threshold = Minimum requirement for something to be possible.


    Definitions

    • Type - Reference to the leader, in the format LEADER_NAME

    • Description - The text that describes the leader. Defines the in-game name of the leader. Can be added directly or in Assets\XML\Text\CIV4GameText_Objects_BTS.xml

    • Civilopedia - Civilopedia info about the leader. Can be added directly in Assets\XML\Text\CIV4GameText_Civilopedia_BTS.xml

    • ArtDefineTag - The graphics and animation shown when you talk to a leader. Can be added/modified in Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml

    • iWonderConstructRand - Defines how likely a leader will be to start construction of a wonder. Low = more likely, high = less likely. 0 does not mean a leader will not build wonders, the number signifies added likelyhood. GS: 10 - 50

    • iBaseAttitude - The base number for defining how much a leader likes anyone, not affected by anything else. High = more friendly, low = less friendly. These numbers count the same as in-game, so -1 in this value would mean a hidden -1 in relations to all players for the specific player. GS: -1 - 2

    • iBasePeaceWeight - Defines how much leaders like peace, affecting their attitude towards each other. It uses the formula 4 - (difference beween civ1 and civ2). Thus, the peace-loving leader Ghandi (value 10) and the warmonger Montezuma (value 0) will both get -6 attitude modifier towards each other. GS: 0 - 10

    • iPeaceWeightRand - Alters the final number of iBasePeaceWeight adding a random number that lies between 0 and the value defined. Thus Ghandi (with iBasePeaceWeight 10) could go up to 13 with a value of 3. The value is set to the same for all players, giving an equal chance for a chance for the worse or for the better. GS: 3

    • iWarmongerRespect - Acts as a modified for leaders' attitude towards one another. Between two leaders, the lowest value will define the added attitude for both players. So, when Churchill has 0 and Montezuma has 2, there is no added bonus to relations. GS: 0 - 2

    • iEspionageWeight - Defines the AI preference for espionage. It is not known whether this only affects their use of the espionage slider or also affects what buildings, wonders and specialists they build. Higher = more likely, lower = less likely. GS: 50 - 150

    • iRefuseToTalkWarThreshold - Affecs how likely an AI player is to refuse to talk to leaders who they are at war with. Lower = more likely, higher = less likely. GS: 5 - 12

    • iNoTechTradeThreshold - An AI will only trade monolopoly technologies if its attitude towards the other civilization exceeds this value. So, higher = less likely to trade, lower = more likely to trade. GS: 5 - 20

    • iTechTradeKnownPercent - The percentage of civilizations that has to know a certain technology before the leader no longer considers it a monopoly technology. GS: 0 - 100

    • iMaxGoldTradePercent - Defines how big a percentage of the total treasury a leader is willing to trade away. GS: 5 - 20

    • iMaxGoldPerTurnTradePercent - Defines how big a percentage of the total income per turn a leader is willing to trade way. GS: 10 - 15

    • iMaxWarRand - The added random chance that a leader will declare a war unprovoked. Lower = more likely, higher = less likely. GS: 50 - 400

    • iMaxWarNearbyPowerRatio - Limits the leader to only declaring unprovoked war when the potential opponent with adjacent borders stays within this power ratio limit. So, Montezuma (value 130) will declare an unprovoked war against an opponent with 130% of his power. So, higher = more likely, lower = less likely. GS: 80 - 130

    • iMaxWarDistantPowerRatio - Limits the leader to only declaring unprovoked war when the potential opponent without adjacent borders stays within this power ratio limit. So, Montezuma (value 130) will declare an unprovoked war against an opponent with 130% of his power. So, higher = more likely, lower = less likely. GS: 30 - 100

    • iMaxWarMinAdjacentLandPercent - The minimum amount of tiles a leader must have adjacent to another leader in order to declare war. GS: 0 - 4

    • iLimitedWarRand - The added random chance that a leader will enter a limited, tactical war against another leader. Lower = more likely, higher = less likely. GS: 40 - 200

    • iLimitedWarPowerRatio - Limits the leader to only declaring a limited, tactical war potential opponent stays within this power ratio limit. So, Montezuma (value 130) will declare an unprovoked war against an opponent with 130% of his power. So, higher = more likely, lower = less likely. GS: 90 - 130

    • iDogpileWarRand - The added random chance that the leader will declare war at a nation already at war. Lower = more likely, lower = less likely. GS: 25 - 100

    • iMakePeaceRand - The added random chance that the leader will declare peace. Lower = more likely, higher = less likely. GS: 10 - 80

    • iDeclareWarTradeRand - The added random chance that the leader will try to have another leader declare war against an opponent. Lower = more likely, lower = less likely. GS: 40 - 60

    • iDemandRebukedSneakProb - The probability, in percent, that the leader will make a sneak attack if you refuse his demands. Higher = more likely, lower = less likely. GS: 0 - 100

    • iDemandRebukedWarProb - The probability, in percent, that the leader will declare open war if you refuse his demands. Higher = more likely, lower = less likely. GS: 0 - 50

    • iRazeCityProb - The probability, in percent, that the leader will raze and captured city. Higer = more likely, lower = less likely. GS: 0 - 75

    • iBuildUnitProb - The probability, in percent, that the leader will create a military unit when choosing what to construct in a city. Higher = more likely, lower = less likely. GS: 15 - 50

    • iBaseAttackOddsChange - When attacking with a non-collateral unit, the AI prefers a to attack when it has good attack odds. This value adds to the attack odds, to make the AI think it's more likely to win. It is not known whether this value is directly comparative with the strength shown in in-game combat-odds. Higher = more likely to attack, lower = less likely to attack. GS: 0 - 6

    • iAttackOddsChangeRand - A random value between 0 and this number is added to iBaseAttackOddsChange to make the AI more likely to attack. This is calculated from situation to situation. GS: 8 - 16

    • iWorseRankDifferenceAttitudeChange - Modifier to attitude of the leader towards another leader with lower power ranking. GS: -3 - 0

    • iBetterRankDifferenceAttitudeChange - Modifier to attitude of the leader towards another leader with higher power ranking. GS: -1 - 3

    • iCloseBordersAttitudeChange - Modifier to the attitude of the leader towards any other leader with close borders. GS: -4 - -2

    • iLostWarAttitudeChange - Modifier to the attitude of the leader towards any leader he has lost a war to. GS: -1

    • iAtWarAttitudeDivisor - Modifier to the attitude of the leader towards any war opponent through the duration of the war. GS: 5

    • iAtWarAttitudeChangeLimit - The maximum change in attitude (positive or negative) which can occur as an effect of iAtWarAttitudeDivisor. GS: 5

    • iAtPeaceAttitudeDivisor - Modifier to the attitude of the leader towards any leader in times of peace. GS: 60

    • iAtPeaceAttitudeChangeLimit - The maximum change in attitude (positive or negative) which can occur as an effect of iAtPeaceAttitudeDivisor. GS: 1

    • iSameReligionAttitudeChange - Modifier to the attitude of the leader towards any leader with the same religion. GS: 1

    • iSameReligionAttitudeDivisor - Modifier to the attitude of the leader towards any leader with the same religion. GS: 10

    • iSameReligionAttitudeChangeLimit - The maximum change in attitude (positive or negative) which can occur as an effect of iSameReligionAttitudeChange. GS: 2 - 7

    • iDifferentReligionAttitudeChange - Modifier to the attitude of the leader towards any leader with a different religion. GS: 0 - -2

    • iDifferentReligionAttitudeDivisor - Not known. GS: -5

    • iDifferentReligionAttitudeChangeLimit - The maximum change in attitude (positive or negative) which can occur as an effect of iDifferentReligionAttitudeChange. GS: -1

    • iBonusTradeAttitudeDivisor - Don't know. GS: 50

    • iBonusTradeAttitudeChangeLimit - The maximum change in attitude (positive or negative) as an effect of having a trade where more resources are received than given. GS: 2

    • iOpenBordersAttitudeDivisor - Don't know. GS: 25

    • iOpenBordersAttitudeChangeLimit - The maximum change in attitude (positive or negative) towards a leader with whom an open borders agreement is present. GS: 2

    • iDefensivePactAttitudeDivisor - Don't know. GS: 12.

    • iDefensivePactAttitudeChangeLimit - The maximum change in attitude (positive or negative) towards another leader as an effect of a defensive pack. GS: 2

    • iShareWarAttitudeChange - Modifier to the attitude of the leader towards any leader who is at war with the same opponent. GS: 1

    • iShareWarAttitudeDivisor - Don't know. GS: 8

    • iShareWarAttitudeChangeLimit - The maximum change in attitude (positive or negative) towards another leader as an effect of sharing a war against a common opponent. GS: 2 - 6

    • iFavoriteCivicAttitudeChange - Modifier to the attitude of the leader towards any leader who has the leader's favourite civic. GS: 1

    • iFavoriteCivicAttitudeDivisor - Don't know. GS: 10

    • iFavoriteCivicAttitudeChangeLimit - The maximum change in attitude (positive or negative) towards another leader as an effect having the leader's favourite civic. GS: 2 - 6

    • DemandTributeAttitudeThreshold - When this relation is exceed, the leader stops demanding tribute. GS: ATTITUDE_CAUTIOUS

    • NoGiveHelpAttitudeThreshold - This relation has to be exceeded before the leader will agree to provide help (when asked for
      technologies or resourceS). GS: ATTITUDE_CAUTIOUS

    • TechRefuseAttitudeThreshold - This relation has to be exceeded before the leader will agree to trade technologies. GS: ATTITUDE_FURIOUS - ATTITUDE_ANNOYED

    • StrategicBonusRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to trade away strategic resources to another leader. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED

    • HappinessBonusRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to trade away happiness resources to another leader. GS: ATTITUDE_FURIOUS - ATTITUDE_PLEASED

    • HealthBonusRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to trade away health resources to another leader. GS: ATTITUDE_FURIOUS - ATTITUDE_PLEASED

    • MapRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to trade world map to another leader. GS: ATTITUDE_FURIOUS - ATTITUDE_FRIENDLY

    • DeclareWarRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to declare war upon the request of the other leader. GS: ATTITUDE_ANNOYED - ATTITUDE_FRIENDLY

    • DeclareWarThemRefuseAttitudeThreshold - If relation is exceeded, the leader will refuse to declare war on that specific nation upon the request of the another leader. GS: ATTITUDE_ANNOYED - ATTITUDE_FRIENDLY

    • StopTradingRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to stop trading with someone upon the request of the other leader. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED

    • StopTradingThemRefuseAttitudeThreshold - If relation is exceeded, the leader will refuse to stop trading with that specific nation upon the request of the another leader. GS: ATTITUDE_FURIUS - ATTITUDE_CAUTIOUS

    • AdoptCivicRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing adopt the a civic upon the
      request of the other leader. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED

    • ConvertReligionRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing convert to a religion upon the request of the other leader. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED

    • OpenBordersRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing sign an open borders agreement upon the request of the other leader. GS: ATTITUDE_FURIOUS - ATTITUDE_ANNOYED

    • DefensivePactRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing sign an open borders agreement upon the request of the other leader. GS: ATTITUDE_FURIOUS - ATTITUDE_ANNOYED

    • PermanentAllianceRefuseAttitudeThreshold - This relation has to be exceeded before the leader will be willing to enter into a permanent alliance upon the request of the other leader. GS: ATTITUDE_CAUTIOUS - ATTITUDE_PLEASED

    • VassalRefuseAttitudeThreshold - This relation has to be exceeded before the leader will voluntarily offer to become a vassal. GS: ATTITUDE_ANNOYED - ATTITUDE_PLEASED

    • iVassalPowerModifier - The higher the more you'll have to beat 'em up before they'll Captiulate. GS: -20 - 50

    • iFreedomAppreciation - Sets the AI leaders preference for colonization. Lower = less likely, higher = more likely. GS: 20

    • FavoriteCivic - The favourite civic of the leader.

    • FavoriteReligion - The favourite religion of the leader.

    • Traits - The leader traits of the leader.

    • Flavors - Added weight on certain flavours (in terms of any game-choices) preferred by the leader. Higher = much
      more favoured, lower = slightly more favoured


    • ContactRands - Random chances for different reasons to make contact to other civilizations. Lower = more likely, higher = less likely.

    • ContactDelays - Amount of turns that have to pass before the leader makes the same proposal to the same civilization.

    • MemoryDecays - Amount of turns that have to pass in order for the leader to forget a past event influencing diplomatic relations.

    • MemoryAttitudePercents - Don't know.

    • NoWarAttitudeProbs - The probability, in percent, that the leader will not declare war given a specific relation. Higher = less likely to declare, lower = more likely to declare.

    • UnitAIWeightModifiers - Types of units that the leader weigths, based on the DefaultUnitAI of the unit (see Assets\XML\Units\CIV4UnitInfos.xml). Higher = much greater weight, lower = slightly greater weight.

    • ImprovementWeightModifiers - Types of improvements (made by units) that the leader weights. Higher = much greater weight, lower = slightly greater weight.

    • DiplomacyIntroMusicPeace - Intro music when talking to the leader during time of peace, based on era. Can be defined in Assets\XML\Audio\Audio2DScripts.xml.

    • DiplomacyMusicPeace - Music playing when talking to the leader during time of peace, based on era. Can be defined in Assets\XML\Audio\Audio2DScripts.xml.

    • DiplomacyIntroMusicWar - Intro music when talking to the leader during time of war, based on era. Can be defined in Assets\XML\Audio\Audio2DScripts.xml.

    • DiplomacyMusicWar - Music playing when talking to the leader during time of war, based on era. Can be defined in Assets\XML\Audio\Audio2DScripts.xml.

    In-game numbers

    See CIV4LeaderHeadInfos numbers
     
  2. Asjo

    Asjo Warlord

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    I have to say that I'm astounded that no one has commented on this yes. I had expected hundreds of people to be looking through the forums for this. However, I looked through some guides, and it seems that no one is as enthusiastic as me about the game-altering experience of tampering with AI behaviour this way. For me, the game is much more exciting with a great quantity of wars that last longer, with AIs producing enough units to keep up with you.

    Could anyone add this to Toturial Thread Index - WIP? I guess that would be the right place to add it. But I sure hope people will add some input here and very much that people will help fill the holes, which will also be needed if I make more XML-explanation editions.
     
  3. deanej

    deanej Deity

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    It's large enough that people might not have actually read it all (at least in my case). It might to be nice to have the default limits that are actually used in the game for these (Civ4Wiki had them before it went down).
     
  4. Asjo

    Asjo Warlord

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    You mean that maximum and minimum numbers possible? I thought of the same thing, but since I didn't have the answers to that in every case, I went with the game standard instead. Probability should be 1-100, while random logically would be 0-unlimited (or whatever fitting limit has been set due to character limitations). The parameters that define game values like attitude and so on aren't as obvious, though.
     
  5. deanej

    deanej Deity

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    As in what's actually used in the leader personalities (it seems you already have this under "GS" but it would be nice to have leaders included).
     
  6. Ekmek

    Ekmek on steam: ekmek_e

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    If you could add to this on how to add a leaderhead and sticky it in the graphics mod section that would count down on a lot of "how do I..." threads popping up.
     
  7. Asjo

    Asjo Warlord

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    Sure, daenej, I could easily add that. Give me a few minutes.

    Graphics section, Ekmek? Are you sure you have read the topic? :p

    Edit: Oh well, I'm starting to add the numbers little by little. I figured out I couldn't be bothered to add them all tonight and I couldn't figure out how to program ASP-code to make it easy to grab the data.
     
  8. Guerlot

    Guerlot Chieftain

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    Thanks.

    Question: Trying to find where I can modify How a Leader is reacting to the fact that I have other Civs being my vassals.

    By default they always get a -1 attitude towards me but I would like to modify that

    tks
     
  9. Shiggs713

    Shiggs713 Immortal

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    wow really nice work Asjo. Though I already have most this stuff figured out, it'll surely help other people. This should definitely be in the tutorials and reference section though. Perhaps on the tutorials thread index as well.

    Shiggs
     
  10. Asjo

    Asjo Warlord

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    Sorry for the long time of absence. I must admin that adding the numbers for all leaders did take a big more than a few minutes. I finally finished, however, I found out that the text was far too long to be posted on this forum. A shame, since I had planned to cross-refence the numbers and definitions so that they were just a click away.

    Instead, I have uploaded all numbers on a site of mine, on a simple htm-fil.

    Guerlot: Sorry, I don't have an answer for that - it's not something that you can do in this XML-file. I'd think it is part of the game mechanichs (this having to be edited with SDK) as I don't see where else it would belong.
     
  11. armand453

    armand453 Chieftain

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    Very good work :goodjob:
     
  12. The Snug

    The Snug The Civ Heretic

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    Great work. So where's this site that lists all of the numbers for these leaders?
     
  13. The Snug

    The Snug The Civ Heretic

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    Never mind. I found it. I'm going to put all of that into an excel spreadsheet for easier reading and comparison.
     
  14. zappara

    zappara Mod Designer

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    Just the info I was looking for. Now I can start planning how to improve leaders in my mod... :)
     
  15. armand453

    armand453 Chieftain

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    "MemoryAttitudePercents" it is the percentages of change that a certain action does.
    For example here you have 300% of chance to have -1 modifier, so you have -3 directly.

    if it was

    you'll have 50% of chance to have -1.

    Hope it will help people.:crazyeye:

    Armand.
     
  16. DVS

    DVS El Presidente

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    Great resource, maybe this should be moved to the tutorials forum?
     
  17. SteelHorse

    SteelHorse Deity

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    Asjo - Just found this after trying to figure out what it take to bride an AI into a war. This is very helpful. Great work.

    Question: In the XML LeaderInfo file there are two sections for "contactType" and "contactType2". What are the differences between each?
     
  18. Yamps

    Yamps Deity

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    Valuable effort... but is it accurate? The problem is that you are not stating any references. Where do your explanations come from, what's your methodology?

    This subject is very complex and extensive, there are many threads related to this. The thing is that every variable has to be backed up with code analysis, I see mistakes in your explanations.

    For example, iNoTechTradeThreshold is the wfybta number, not attitude number. I don't read code, but I've spent a lot of time over the last year learning game mechanics from different threads so I'll give my contribution now by listing them:

    wfybta by VoU, regarding iNoTechTradeThreshold.

    AI Attitude Explained. Attitude explained by Ori, very extensive analysis of all attitude parameters.

    Is there any logic to an AI DoW?. Very extensive as well, by DanF5771

    We don't want to start trading this technology just yet. Dan explains iNoTechTradeThreshold.

    Refuse to talk in war time. RefuseToTalkWarTreshold mechanics by DanF5771 again. (Googling DanF5771 is highly recommended for this kind of questions. ;))

    Refuse to talk after stopped trading, MEMORY_STOPPED_TRADING_RECENT (DanF5771)

    I also recommend reading SGOTM 7 Murky Waters Klarius corner: Murky Waters SGOTM 7 and Smurkz thread too:
    Smurkz SGOTM 7

    For example, Divisors are mentioned in those threads. iSameReligionAttitudeDivisor = 10 means that you get +1 every 10 turns till the limit IIRC, similar for other Divisors. iRazeCityProb was also mentioned in these threads, 0 doesn't mean that they won't raze cities, there are other considerations. Note that those last two links are for Vanilla, I bet there is a lot of useful info in their SGOTM 8 BtS threads. (But I can't look just yet. ;))

    One comment to iWonderConstructRand, are you sure you've got it right? For example, Boudica and Brennus have 10 while Ramesses and Louis have 50. You are also going against the reference guide: Civ4 BtS reference EN econo-print 2-in-1 (PDF)


    Phew, this took some time to assemble...:crazyeye: Hopefully, one day we'll have a full list of links to all parameters, if not short and simple explanations.
     
  19. deanej

    deanej Deity

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    Thanks for adding that. I added the divisor stuff to my page about this file (which I created using the info in this thread and the wiki page). Do you know what the MemoryAttitudePercents tag does? It's the only one I can't figure out.
     
  20. Yamps

    Yamps Deity

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    Happy to contribute! :) I was looking for this before, it would be great to have all info in one thread.

    I'm sure that I've seen MemoryAttitudePercents explained in some thread. Smurkz SGOTM 7 thread probably, but that's a very long thread...Anyway, I do know what this means. Some examples:

    MEMORY DECLARED WAR: -300. You get -3 for declaring a war.
    MEMORY_LIBERATED_CITIES: 150. You get 1.5 for Liberating a city. (This means 1 if you liberate 1 city, but full 3 if you free 2 cities)
    MEMORY_TRADED_TECH_TO_US: varies with civs. Example: 10. You have to gift 10 techs to get the full 1 attitude. I'm positive that Niklas explained that in SGOTM 7 Smurkz thread.

    Of course, it would be best for somebody that reads code to confirm everything. One thing that I've spotted in your summary file:

    iDemandRebukedSneakProb is implemented but iDemandRebukedWarProb isn't! See DanF5771's explanation: AI DoW logic (same thread as before)
     

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