Maniac
Apolyton Sage
Thanks for the file!
- Domai will now ask you twice as often to stop trading with someone else (he also values such actions more, so it is consequent that he asks more often for them as well)
Do you ever break open borders because an AI asks you to? Especially since IIRC the AI never asks other AIs to break open borders, so
I'd rather see this behaviour changed to the same as the other AIs.
I was also thinking about removing the Consensus civic. The "no unhappy for non-state religions" could be moved to Democratic. Seems a
more interesting bonus than just some fixed extra happiness in your largest bases. I could then make Planned the favourite civic of the Consciousness, and
Wealth of the Drones.
If we now just get Fundametalism right so that AIs will consider it at least occasionally as a choice like Police State...
1. The vasall mechanics might need rework outside of the leaderhead.xml
2. The result of 1) in combination with more potential aggressors leads to more war declarations and faster detoriation of relations because of the -3 for "You declared war on us" (leading to more wars again and so on...).
3. Maybe we should finetune the war attitude percentages also - I have e.g. Deidre (0/50/100/100) in mind.
May I ask around what turn AIs start to declare wars in your games? I play with Aggressive AI, yet no one ever declares war until 150-200, at which point I quit because I get bored with the lack of action. I want someone to declare war on me!:doitnow!: I don't know. Perhaps I'm just not waiting long enough. I'm kinda getting worried though that there is again some problem in the code which prevents the AI from declaring war.
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May I first ask what these numbers mean?![]()
Of course difficulty might have an impact as always...
Have you examined which strategies they runned during the peaceful period? This could give an hint on what goes wrong perhaps.
I refer to a quadruple of values which comes into the play at the very end of the AI-war-decison-logic.
Yeah, perhaps I should increase my difficulty level to Immortal too. It's just that at higher difficulty levels you get the feeling the only way the AI can compete is by massive cheating. That doesn't make for a fun game either IMO.
One other possible difference: do you play with or without Scattered Landing Pods these days?
In my latest game Miriam was planning war on Lal, Lal was planning war on Domai, and Domai was planning war on Lal. They all had to go overseas to reach their target, but they all had transports plus escorts. So I don't know what kept them from declaring. The only thing I can think of is that because they were all planning war, they were all building up their military at the same time, and none of them ever felt they had gained a sufficiently large power advantage to actually declare.
Thanks for the explanation! Currently though Deirdre hardly ever declares war at all in my games, so I'd first like to figure out why that is before I halve her chance to declare on people she's Annoyed/Cautious with.
True, but after a couple of Emperor games played out the same way (me taking the techlead within the first half of the game, then no more competition or threat from the AI), I see this as the minor evil. Immortal AI are at least sometimes dangerous enough to bring me in trouble in regard to surving and will usually prevent me from winning - that's the setting I search for to have fun.
Also, she has never trouble to fill her bases with native life units. I assume that is similar in your games?
When I do the changes to Domai, should I add then the forget code for wars at least? I doubt that this will delay/call of any initial hostilities, but it might increase changes a tiny bit that things can settle sometimes again later...?
Okay, I'll try Immortal in my next game. Having looked at the Handicap file, the only thing which worries me comparing those difficulty levels is "iNoTechTradeModifier", which goes from 40 to 30. Do you know what that means? Personally I like t if AIs who are pissed off at you become more dangerous on higher difficulty levels, but I don't like it if increasing your difficulty levels also makes AIs who would usually be friendly towards you also become more hostile - it ruins the potential fun of diplomacy. So I don't know - what does iNoTechTradeModifier do? Does it make everyone less likely to trade techs with you or so.![]()
iNoTechTradeModifier Sets a percent modifier for an AI, that determines how many techs a rival can get by trade, before the AI thinks he is becoming too advanced. (100 for chieftain, 70 for noble, 20 for deity)
Yeah. In my experience Deirdre is really good at playing Planetfall. In my last game she was in fact the only one more powerful than me, and expanded like crazy.![]()
Actually I'd prefer those values to stay the same. I consider warfare becoming more likely as the game progresses a good thing! My end goal after all is to encourage for instance big climactic wars between hybrids and terraformers to finish off the game in a satisfying manner.
Yes, she absolutely knows how to expand (which is good as that goes well together with Hybrid). If she has problem (beside not attacking in your game), it is using her units effectively. The AI has well-known troubles to understand being the attacker in PSI-combat. Now even that has less consequences for Deidre - she has at least a beefed up PSI-defense- but she still misses out the full advantage she could have.
Several players had mutual relation well under -30 and the "war coalitions" were usually master and vassal vs. another master/vassal.
I need to see the AI in action to see what it's doing wrong and how to improve it. As I've never fought a war with Deirdre, that kinda makes it hard.What exactly is she doing wrong?
Her trait ensures her psi defense is the same as her psi attack. And psi units are just as likely as any other unit to use terrain defense boni to their advantage when planning their attack route.
I don't understand. I've never seen such low relations, not in Planetfall, not in FfH, not in vanilla. To get so low, an AI would almost have to immediately redeclare war ten turns on the same player every time the peace treaty expired.Is that the case?
To get the 3:2 advantage in land-PSI-combat, you need to be the one to attack. That's not different for Deidre (she just has the advantage that failing in that doesn't give her 2:3, but 3:3 odds - better, but still not 3:2)...and here I see a problem with the AI. A human player will patiently wait (if possible) for the enemy to do the second last move to attack then - the AI is just programmed to march forward and to attack - but it gets attacked in this process very often.
Not -30 from war declarations alone, but together with other stuff. I have seen e.g. -9 from three declarations in my last game. What I don't like about it, is that it is quite huge compared to other things and also absolutely eternal. For atrocities like razing a base or using a nuke...yes, such stuff shouldn't be forgotten easily...but just having declared a war mattering after 300 turns?
Ah yes true. Unfortunately I have little hope something could be found which addresses this in a satisfying manner. Or perhaps something can be found (I'm remembering some potentially useful function in the SDK now), but it would probably slow down the game significantly.
Looking at the XML for the Runaway AI:
iNoTechTradeThreshold = 50
iTechTradeKnownPercent = 0
TechRefuseAttitudeThreshold = ATTITUDE_FURIOUS
Be very willing to trade and broker techs. Plainly all AIs should trade techs more. We should also improve the sophistication of the tech trade code.
FLAVOR_GROWTH
This is to try to leverage the IMPERIALIST trait as much as possible. All AIs with IMPERIALIST should produce settlers more often.
iRefuseToTalkWarThreshold = 150If this is a boost, then that means that all the diplomacy that the AI does while it is at war is a net disadvantage, which is unfortunate. We need to make the AI want more in exchange for peace, and have a better idea of what peace is worth to it.
iMaxWarNearbyPowerRatio = 70These and other changes set the Runaway AI's war strategy: it finds a civ that it has a significant power advantage over and it attacks them, regardless of attitude. This is a great war strategy, and all AIs should do it to a greater or lesser extent. If Ghandi sees another civ sitting on 25% of Indian power, and it's not in a vassalage/defensive pact, then that civ is a sitting duck for the warmongers out there. Ghandi should offer a vassage agreement. If the victim civ refuses, Ghandi should attack and capitulate the civ for its own protection.
iMaxWarDistantPowerRatio = 30
iMaxWarMinAdjacentLandPercent = 0
NoWarAttitudeProbs = 10 for all attitudes
iSameReligionAttitude* = 0The existing AI's current religion diplomacy hurts it, so disabling it improves the AI's performance. The same applies for civics. Here's my suggestion for improving religious diplomacy:
iDifferentReligionAttitude* = 0
iFavoriteCivicAttitude* = 0
http://forums.civfanatics.com/showthread.php?t=337714
UnitAIWeightModifiers - UNITAI_COLLATERAL = +10AIs should build slightly more collateral units.
ImprovementWeightModifier - IMPROVEMENT_TOWN = +20AIs should slightly increase their valuation of towns.
Edit: on reflection, this probably only helps because of the bug jdog fixed where AI workers keep bulldozing towns.
iBuildUnitProb = 80AIs should build slightly more units and slightly fewer wonders.
iWonderConstructRand = 0
iRefuseToTalkWarThreshold = 150
For the reason mentioned in the post you quoted, I don't think changing this value is a good approach to creating a better AI.
iMaxWarNearbyPowerRatio = 70
iMaxWarDistantPowerRatio = 30
iMaxWarMinAdjacentLandPercent = 0
I don't like this because
1) I think there are too few wars before turn 200.
2) after turn 200 I'd prefer to see conflicts between Hybrids and Terraformers. Making AIs only declare war at large power differences would run counter to that goal.
iBuildUnitProb = 80
Unit construction is stopped when an AI spends a certain percentage of its income on unit maintenance, so I can see why at a certain point extreme values don't make a difference. You could set unit construction probability at 200 and it wouldn't make a difference. Perhaps a higher value can be experimented with for Yang?
For the reason mentioned in the post you quoted, I don't think changing this value is a good approach to creating a better AI.
Maniac said:I don't like this because
1) I think there are too few wars before turn 200.
2) after turn 200 I'd prefer to see conflicts between Hybrids and Terraformers. Making AIs only declare war at large power differences would run counter to that goal.
Maniac said:Unit construction is stopped when an AI spends a certain percentage of its income on unit maintenance, so I can see why at a certain point extreme values don't make a difference. You could set unit construction probability at 200 and it wouldn't make a difference. Perhaps a higher value can be experimented with for Yang?