. I figured most of this stuff, but some wasn't as clear.FavoriteReligion - The favourite religion of the leader.
What does it actually do? Does it effect which religions the AI will tech for?
Can somebody explain how this works? How can the limit of different religion be -1?# 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
Can somebody explain how this works? How can the limit of different religion be -1?
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)
I was wondering why iDifferentReligionAttitudeChangeLimit was always -1.
I mean the negative diplo you get from different religion normally EXCEEDS -1. I'm trying to figure out how the religion penalty is capped (if it is at all).