Over the last few days I've been digging around in the Civ4LeaderHeadInfos.xml file and compiling lists showing the differences in the AI between the various Civ4 leaders. It's been pretty interesting, and most of my findings are listed towards the bottom of this thread..
I started noticing that some of the leaders who seem to rarely do well when the AI is playing them have some values that are pretty far from the average for other civilizations.
For instance, Napoleon has the highest chance to build a unit of all the leaders (40%). There is another value that determines how large another civ's military has to be relative to your own to discourage you from attacking. Napoleon has one of the highest for nearby civilizations (120%) and THE highest (well, tied with Isabella) value for distant civilizations (100%, and this is usually in the 40-60% range). I have a strong feeling this is why Napoleon usually ends up last on the leaderboards - he spends a disproportionate amount of time building military and then starts wars with distant nations that are as strong as himself.
Tokugawa is another leader that seems to founder when played by the AI, and this is odd because he has a very strong combination of traits and is the only Aggressive leader who has a really strong offensive UU. I was very interested in seeing what his hidden traits were. Aside from his well-known reluctance to trade technology, I found that his UnitAIWeightModifier (a variable that I think influences what kind of units the AI builds) is set to UNITAI_CITY_DEFENSE. He is the only leader with this value. If I am interpreting this correctly, this means that Tokugawa is made so that he tends to build units useful for city defense. None of the other Aggressive leaders are weighted towards building defensive units - these are the UnitAIWeightModifiers that they use...
UNITAI_COUNTER,
UNITAI_ATTACK
UNITAI_ATTACK_CITY
UNITAI_CITY_COUNTER
UNITAI_PILLAGE
It stands to reason that Tokugawa could be made far more formidable and make better use of his traits if he had one of these other UnitAIWeightModifiers.
I've made backups for my .xml and I'm ready to start doing some ghetto-modding, but I was wanting some input before I started digging in. Here are my questions for anyone who'd care to answer them.
1. Which leaders, in your experience, tend to perform poorly when played by the AI, and what do you think the reasons are (i.e. being too aggressive, failing to develop cities, etc.)?
2. Which leaders, in your experience, tend to perform best when played by the AI, and in what way do these leaders excel (i.e. Mansa Musa always wins the space race, Catherine kicks a lot of ass)?
3. What leader traits do you think are strongest? What would be the best combination of traits?
The last question is for a side-project. When I'm done making the weaker leaders perform better, I'd like to see how good of a leader I could make using what I've learned, even if they are overpowered. I might even use one of the trait combos that's not in the game, like Industrious/Creative, if I think I can tailor the leader to make the best use of those traits.
I started noticing that some of the leaders who seem to rarely do well when the AI is playing them have some values that are pretty far from the average for other civilizations.
For instance, Napoleon has the highest chance to build a unit of all the leaders (40%). There is another value that determines how large another civ's military has to be relative to your own to discourage you from attacking. Napoleon has one of the highest for nearby civilizations (120%) and THE highest (well, tied with Isabella) value for distant civilizations (100%, and this is usually in the 40-60% range). I have a strong feeling this is why Napoleon usually ends up last on the leaderboards - he spends a disproportionate amount of time building military and then starts wars with distant nations that are as strong as himself.
Tokugawa is another leader that seems to founder when played by the AI, and this is odd because he has a very strong combination of traits and is the only Aggressive leader who has a really strong offensive UU. I was very interested in seeing what his hidden traits were. Aside from his well-known reluctance to trade technology, I found that his UnitAIWeightModifier (a variable that I think influences what kind of units the AI builds) is set to UNITAI_CITY_DEFENSE. He is the only leader with this value. If I am interpreting this correctly, this means that Tokugawa is made so that he tends to build units useful for city defense. None of the other Aggressive leaders are weighted towards building defensive units - these are the UnitAIWeightModifiers that they use...
UNITAI_COUNTER,
UNITAI_ATTACK
UNITAI_ATTACK_CITY
UNITAI_CITY_COUNTER
UNITAI_PILLAGE
It stands to reason that Tokugawa could be made far more formidable and make better use of his traits if he had one of these other UnitAIWeightModifiers.
I've made backups for my .xml and I'm ready to start doing some ghetto-modding, but I was wanting some input before I started digging in. Here are my questions for anyone who'd care to answer them.
1. Which leaders, in your experience, tend to perform poorly when played by the AI, and what do you think the reasons are (i.e. being too aggressive, failing to develop cities, etc.)?
2. Which leaders, in your experience, tend to perform best when played by the AI, and in what way do these leaders excel (i.e. Mansa Musa always wins the space race, Catherine kicks a lot of ass)?
3. What leader traits do you think are strongest? What would be the best combination of traits?
The last question is for a side-project. When I'm done making the weaker leaders perform better, I'd like to see how good of a leader I could make using what I've learned, even if they are overpowered. I might even use one of the trait combos that's not in the game, like Industrious/Creative, if I think I can tailor the leader to make the best use of those traits.
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