I have a couple questions after looking at the Excel file:
iLimitedWarPowerRatio : what does this do? Your values are generally higher than those in vanilla.
It is a percentage value and describes the power relation between the AI having that value and a potential target for a limited (=tatical) war. It functions as a treshold, because a declaration of a limited war is only possible, if they the potential target is not stronger then
iLimitedWarPowerRatio I choosed higher values to make the AI more aggressive (especially the ones who do not engange in full-scale wars do often)
iDeclareWarTradeRand: what does this do? In vanilla all are 40, except one (Pacal) is 60. In your v2, 5 of the 7 factions are 60.
Yeah, I stumbled about this one as well. First of all, I don't get the exception with Pacal. The guide you linked has an obvious error for this, as it said "Lower = more likely, lower = less likely". I think it's pretty sure that it is a 1/x-chance-per-turn-value and according to a guide, it determines how often one AI tries to bribe
another AI (likelihood of requests to human player to become a war ally are handled later among the "contact rands") into an ongoing war.
Now that you say it, I see that I have done here the opposite of what I intended to do - higher values make bribes less likely instead of more likely (which I think would be better). I would now even suggest to put that at 20 - I don't think it will lead to a lot more wars, because there are enough brakes and retsrictions in leaderhead rules for Planetfall, which prevent too frequent and artifcial values. Thanks for spotting this one!
iDemandRebukedSneakProb & iDemandRebukedWarProb : what is the difference between these?
Both determine the reaction of AI, when a human player refuses a demand (I firmly believe that the terminus "demand" is here strictly used for tribute, at least thats what my playing experience clearly shows). Both are percentage value for a single RNG roll after a human refused tribute. Logically,
iDemandRebukedWarProb must take place, as it determines the chance of an
instant war declaration on the defying player. It that roll fails (or does not take place for some leaders), there is the a second roll (iDemandRebukedSneakProb), which determines if the AI
starts planning a war vs. the defyer. I generally set lower values for the
iDemandRebukedWarProb , as thats more prone to damage the AI - the low chances are just in for giving certain leaders personality and to keep that moment of uncertainty for the human player...you never now how some of them react. I removed that impulsive behaviour for the rational leaders, though.
Edit: I noticed that the civfanatics modiki now provides information about the leaderhead.xml as well:
http://modiki.civfanatics.com/index.php/Civ4LeaderHeadInfos
Reading through it I spotted that
iNoTechTradeThreshold probably works different then the guide I used suggested - it is not mood based, but refers to actually happened trades in the past:
iNoTechTradeThreshold An AI leader will stop trading a rival any
technology, if he realizes that the rival is becoming too advanced, and
this happens when the rival has received via trade a certain number of
technologies. This value sets the number of technologies.
(5 stops trading soon; 20 stops trading late (all 5 except Mansa Musa))
I set the value to 10 for all (which seemed to be a kind of low middleground), but maybe it needs adjustment, if playtests show that this hard limit effectively prevents tech trades in the late game.
The Modiki also states that values for
iDemandRebukedWarProb are actually ignored in game...I'm not sure about this. I definetly remember some occasions, in which defying tribute lead to instant war (though this seems to happen more rarely than the actaul BTS values for the tag suggest - maybe other factors are still involved?)