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Variables: |
Inherit | - | This defines a diplomatic state to inherit values from. All values from the inherited state will be set first and any values redefined in the current state will override those in the inherited state. Each state can only inherit a maximum of one other state but multiple inheritance levels can exist. |
Threaten | - | This define the percent chance the AI will threaten to get what it wants. Valid values: 0 - 100 |
RegardDecay | - | These structures define the decay rates for different kind of regard events. Each event type has a positive and negative decay setting. See the example for proper syntax. Regard Event Types: ScenarioEvent, MilitaryPowerEvent, MilitarySafetyEvent, DiplomacyEvent, GoldEvent, KnowledgeEvent, & ProductionEvent. |
 PositiveDecay | - | This defines how rapidly positive regard values will decay |
 NegativeDecay | - | This defines how rapidly negative regard values will decay. |
WantMapTurns | - | Minimum time before wanting to trade maps |
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The following variables define the Regard & Trust penalty/bonus given to an opponent for various actions |
IncursionRegardCost | - | Regard penalty for initial trespassing |
IncursionOfAllieRegardCost | - | Regard penalty for initial trespassing on Allied territory |
InvaderMovementRegardCost | - | Regard penalty for continued movement in territory |
PerRoutePiracyRegardCost | - | Regard penalty for having a route pirated |
ShareContinentRegardCost | - | Regard penalty for having cities settled on the same continent |
AttackCivilianRegardCost | - | Regard penalty for attacking a Civilian unit |
AttackCivilianTrustCost | - | Trust penalty for attacking a Civilian unit |
PreemptiveAttackRegardCost | - | Regard penalty for being attacked without a war declaration |
PreemptiveAttackTrustCost | - | Trust penalty for being attacked without a war declaration |
EmbargoTradeRegardCost | - | Regard penalty for a trade embargo set |
TakeCityRegardCost | - | Regard penalty for a city being conquered |
InciteRevolutionRegardCost | - | Regard penalty for inciting a revolution |
AssassinateRulerRegardCost | - | Regard penalty for assassinations |
FranchiseCityRegardCost | - | Regard penalty for establishing an embassy |
PlantNukeRegardCost | - | Regard penalty for planting a nuke |
NukeCityRegardCost | - | Regard penalty for being nuked |
UsedNukesTrustCost | - | Trust penalty for using nuclear weapons |
SlaveRaidRegardCost | - | Regard penalty for being enslaved |
EnslaveSettlerRegardCost | - | Regard penalty for settler being enslaved |
LawsuitRegardCost | - | Regard penalty for being sued |
ExpelUnitsRegardCost | - | Regard penalty for being expelled |
ConvertCityRegardCost | - | Regard penalty for city being converted |
UndergroundRailwayRegardCost | - | Regard penalty for slaves being freed |
InciteUprisingRegardCost | - | Regard penalty for inciting a slave uprising |
BioInfectedCityRegardCost | - | Regard penalty for infecting a city |
PlagueCityRegardCost | - | Regard penalty for releasing a plague in a city |
NanoInfectCityRegardCost | - | Regard penalty for nano-attacking a city |
CreateParkRegardCost | - | Regard penalty for nanite cleansing |
InjoinCityRegardCost | - | Regard penalty for enjoining a city |
PillageRegardCost | - | Regard penalty for pillaging a tile improvement |
HoldReceptionRegardBonus | - | Regard bonus for holding a reception (once per 10 turns) |
HasPactTrustBonus | - | Trust bonus per turn a pact is in place |
NoWarTrustBonus | - | Trust bonus per turn not at war. Max trust is 500 until Peace is declared. |
FollowThroughTrustBonus | - | Trust bonus for following through an agreement |
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The following proposal element structure should be defined for each proposal in DiplomacyProposal.txt. See the example for proper syntax. |
ProposalElement |
 DiplomacyProposal Proposal | - | Reference of a proposal from DiplomacyProposal.txt |
 SendPriority | - | Base priority to send this proposal |
 AcceptPriority | - | Base priority to accept this proposal |
 RejectPriority | - | Base priority to reject this proposal |
 SenderRegardResult | - | Regard penalty/bonus for the sender of this proposal |
 ReceiverRegardResult | - | Regard penalty/bonus for the receiver of this proposal |
 ViolationRegardCost | - | Regard penalty for violating this proposal |
 ViolationTrustCost | - | Trust penalty for violating this proposal |
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Example: |
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DIPLOMACY_DEFAULT { |
Threaten 50 |
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ScenarioEvent { |
 PositiveDecay 0.9 |
 NegativeDecay 0.9 |
} |
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MilitaryPowerEvent { |
 PositiveDecay 0.9 |
 NegativeDecay 0.9 |
} |
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MilitarySafetyEvent { |
 PositiveDecay 0.9 |
 NegativeDecay 0.9 |
} |
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DiplomacyEvent { |
 PositiveDecay 0.9 |
 NegativeDecay 0.9 |
} |
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GoldEvent { |
 PositiveDecay 0.9 |
 NegativeDecay 0.9 |
} |
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KnowledgeEvent { |
 PositiveDecay 0.9 |
 NegativeDecay 0.9 |
} |
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ProductionEvent { |
 PositiveDecay 0.9 |
 NegativeDecay 0.9 |
} |
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// regard cost or bonus for selected events |
IncursionRegardCost -100 |
IncursionOfAllieRegardCost -200 |
InvaderMovementRegardCost -10 |
PerRoutePiracyRegardCost -10 |
ShareContinentRegardCost -2 |
InciteRevolutionRegardCost -60 |
AssassinateRulerRegardCost -60 |
FranchiseCityRegardCost -40 |
PlantNukeRegardCost -150 |
SlaveRaidRegardCost -50 |
LawsuitRegardCost -30 |
ExpelUnitsRegardCost -10 |
NukeCityRegardCost -250 |
ConvertCityRegardCost -50 |
EnslaveSettlerRegardCost -60 |
UndergroundRailwayRegardCost -60 |
InciteUprisingRegardCost -60 |
BioInfectedCityRegardCost -70 |
PlagueCityRegardCost -70 |
NanoInfectCityRegardCost -100 |
CreateParkRegardCost -250 |
InjoinCityRegardCost -50 |
PillageRegardCost -50 |
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// how much regard from empathic diplomats holding receptions (once every 10 turns) |
HoldReceptionRegardBonus 50 |
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// every time a civilian is killed (settler, diplomat, cleric) |
AttackCivilianRegardCost -50 |
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// every time we are attacked less than a round after war is declared |
PreemptiveAttackRegardCost -10 |
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EmbargoTradeRegardCost -50 |
TakeCityRegardCost -100 |
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// every turn with pact, add trust |
HasPactTrustBonus 2 |
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// every turn not at war, increase trust (up to 500 only) |
NoWarTrustBonus 1 |
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// every time foreigner follows through with agreement, add trust |
FollowThroughTrustBonus 10 |
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// when they kill a non-combat unit all players trust them less |
AttackCivilianTrustCost -50 |
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// when they attack with out declaring war the round before |
PreemptiveAttackTrustCost -20 |
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// every time a player uses nukes, the world trusts them less |
UsedNukesTrustCost -100 |
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// minimum time before wanting to see map again |
WantMapTurns 50 |
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// NOTE: SenderRegardResult is regard sender gains or loses from |
// receiver; likewise, ReceiverRegardResult is regard receiver |
// gains or loses from sender if agreement is accepted. |
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ProposalElement { |
 Proposal PROPOSAL_OFFER_GIVE_CITY |
 SendPriority 100 |
 AcceptPriority 110 |
 RejectPriority 100 |
 SenderRegardResult 300 |
 ReceiverRegardResult 0 |
 ViolationRegardCost 0 |
 ViolationTrustCost 0 |
} |
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ProposalElement { |
 Proposal PROPOSAL_REQUEST_GIVE_CITY |
 SendPriority 100 |
 AcceptPriority 110 |
 RejectPriority 100 |
 SenderRegardResult -50 |
 ReceiverRegardResult 300 |
 ViolationRegardCost 0 |
 ViolationTrustCost 0 |
} |
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ProposalElement { |
 Proposal PROPOSAL_TREATY_ALLIANCE |
 SendPriority 100 |
 AcceptPriority 110 |
 RejectPriority 100 |
 SenderRegardResult 200 |
 ReceiverRegardResult 200 |
 ViolationRegardCost -100 |
 ViolationTrustCost -30 |
} |
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} |