\CTP2_DATA\DEFAULT\AIDATA\Diplomacy.txt
This file defines the Diplomatic States. The active Diplomatic State is selected by logic from within the game. Future plans are to expose the state selection logic to SLIC so state changes can be scripted in SLIC scripts.
The following variables define the Regard & Trust penalty/bonus given to an opponent for various actions
The following proposal element structure should be defined for each proposal in DiplomacyProposal.txt. See the example for proper syntax.
Example:
DIPLOMACY_DEFAULT
{
This file defines the Diplomatic States. The active Diplomatic State is selected by logic from within the game. Future plans are to expose the state selection logic to SLIC so state changes can be scripted in SLIC scripts.
The following variables define the Regard & Trust penalty/bonus given to an opponent for various actions
The following proposal element structure should be defined for each proposal in DiplomacyProposal.txt. See the example for proper syntax.
Example:
DIPLOMACY_DEFAULT
{
Threaten 50
ScenarioEvent
{
MilitaryPowerEvent
{
MilitarySafetyEvent
{
DiplomacyEvent
{
GoldEvent
{
KnowledgeEvent
{
ProductionEvent
{
// 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
// how much regard from empathic diplomats holding receptions (once every 10 turns)
HoldReceptionRegardBonus 50
// every time a civilian is killed (settler, diplomat, cleric)
AttackCivilianRegardCost -50
// every time we are attacked less than a round after war is declared
PreemptiveAttackRegardCost -10
EmbargoTradeRegardCost -50
TakeCityRegardCost -100
// every turn with pact, add trust
HasPactTrustBonus 2
// every turn not at war, increase trust (up to 500 only)
NoWarTrustBonus 1
// every time foreigner follows through with agreement, add trust
FollowThroughTrustBonus 10
// when they kill a non-combat unit all players trust them less
AttackCivilianTrustCost -50
// when they attack with out declaring war the round before
PreemptiveAttackTrustCost -20
// every time a player uses nukes, the world trusts them less
UsedNukesTrustCost -100
// minimum time before wanting to see map again
WantMapTurns 50
// NOTE: SenderRegardResult is regard sender gains or loses from
// receiver; likewise, ReceiverRegardResult is regard receiver
// gains or loses from sender if agreement is accepted.
ProposalElement
{
ProposalElement
{
ProposalElement
{
}ScenarioEvent
{
PositiveDecay 0.9
NegativeDecay 0.9
}NegativeDecay 0.9
MilitaryPowerEvent
{
PositiveDecay 0.9
NegativeDecay 0.9
}NegativeDecay 0.9
MilitarySafetyEvent
{
PositiveDecay 0.9
NegativeDecay 0.9
}NegativeDecay 0.9
DiplomacyEvent
{
PositiveDecay 0.9
NegativeDecay 0.9
}NegativeDecay 0.9
GoldEvent
{
PositiveDecay 0.9
NegativeDecay 0.9
}NegativeDecay 0.9
KnowledgeEvent
{
PositiveDecay 0.9
NegativeDecay 0.9
}NegativeDecay 0.9
ProductionEvent
{
PositiveDecay 0.9
NegativeDecay 0.9
}NegativeDecay 0.9
// 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
// how much regard from empathic diplomats holding receptions (once every 10 turns)
HoldReceptionRegardBonus 50
// every time a civilian is killed (settler, diplomat, cleric)
AttackCivilianRegardCost -50
// every time we are attacked less than a round after war is declared
PreemptiveAttackRegardCost -10
EmbargoTradeRegardCost -50
TakeCityRegardCost -100
// every turn with pact, add trust
HasPactTrustBonus 2
// every turn not at war, increase trust (up to 500 only)
NoWarTrustBonus 1
// every time foreigner follows through with agreement, add trust
FollowThroughTrustBonus 10
// when they kill a non-combat unit all players trust them less
AttackCivilianTrustCost -50
// when they attack with out declaring war the round before
PreemptiveAttackTrustCost -20
// every time a player uses nukes, the world trusts them less
UsedNukesTrustCost -100
// minimum time before wanting to see map again
WantMapTurns 50
// NOTE: SenderRegardResult is regard sender gains or loses from
// receiver; likewise, ReceiverRegardResult is regard receiver
// gains or loses from sender if agreement is accepted.
ProposalElement
{
Proposal PROPOSAL_OFFER_GIVE_CITY
SendPriority 100
AcceptPriority 110
RejectPriority 100
SenderRegardResult 300
ReceiverRegardResult 0
ViolationRegardCost 0
ViolationTrustCost 0
}SendPriority 100
AcceptPriority 110
RejectPriority 100
SenderRegardResult 300
ReceiverRegardResult 0
ViolationRegardCost 0
ViolationTrustCost 0
ProposalElement
{
Proposal PROPOSAL_REQUEST_GIVE_CITY
SendPriority 100
AcceptPriority 110
RejectPriority 100
SenderRegardResult -50
ReceiverRegardResult 300
ViolationRegardCost 0
ViolationTrustCost 0
}SendPriority 100
AcceptPriority 110
RejectPriority 100
SenderRegardResult -50
ReceiverRegardResult 300
ViolationRegardCost 0
ViolationTrustCost 0
ProposalElement
{
Proposal PROPOSAL_TREATY_ALLIANCE
SendPriority 100
AcceptPriority 110
RejectPriority 100
SenderRegardResult 200
ReceiverRegardResult 200
ViolationRegardCost -100
ViolationTrustCost -30
}SendPriority 100
AcceptPriority 110
RejectPriority 100
SenderRegardResult 200
ReceiverRegardResult 200
ViolationRegardCost -100
ViolationTrustCost -30