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  • #16
    Originally posted by Ari
    There's even differences between the war mongers. Monty and Isabelle both have much larger negatives for religion than do most other civs (-4). I think saladin does as well.

    ***

    On the subject of religion, some AI's feel this compulsive need to found a religion. Isabelle, Monty and Saladin all fall into that category, it seems. So if founding a religion is part of your strategy, they'll almost never go for your religion, meaning that in practical terms, they're all enemies waiting to declare.
    I looked into these religion factors. I've found that the civilizations that are likely to found a religion have a Religion flavor with a high priority. For instance, Hatsheput, a spiritual civilization, doesn't found religions nearly as consistently as some other spiritual civs. If you look into the Civ4LeaderHeadInfo.xml file, you can see why. Hatsheput has flavors values of 5 for Culture and 2 for Religion. Isabella has 10 for Religion and no other flavors. No other leader has a 10 for Religion, all the others have 2 like Hatsheput except for Asoka, who has a 5 for Religion and 2 for Science.

    As to relations modifiers, there are a LOT of these and they have some random elements to them so I'm not as well read on them as other aspects of the file, but this is what I can find for the ones you listed.

    Isabella
    iDifferentReligionAttitudeChange: -2
    iDifferentReligionAttitudeDivisor: -5
    iDifferentReligionAttitudeChangeLimit: -1

    Montezuma
    iDifferentReligionAttitudeChange: -2
    iDifferentReligionAttitudeDivisor: -5
    iDifferentReligionAttitudeChangeLimit: -1

    For comparison, here's more religiously tolerant leaders...

    Washington
    iDifferentReligionAttitudeChange: -1
    iDifferentReligionAttitudeDivisor: -5
    iDifferentReligionAttitudeChangeLimit: -1

    Gandhi
    iDifferentReligionAttitudeChange: -1
    iDifferentReligionAttitudeDivisor: -5
    iDifferentReligionAttitudeChangeLimit: -1

    There's a lot of other factors too, including how long the AI will remember you refusing to adopt their religion, etc. It's fun seeing your feelings about the various leaders reflected in the code.

    Comment


    • #17
      Well now I know why Gandhi never likes me. No respect for warmongers .
      (That or because I usually beating the snot out of him since he builds too many workers and not enough hurters)

      Comment


      • #18
        Per request, here's the mysterious "Dogpile Factor" for all leaders. Not sure what to make of it.

        DogpileWarRand

        Alexander: 50
        Asoka: 50
        Bismarck: 100
        Catherine: 25
        Cyrus: 100
        Elizabeth: 25
        Frederick: 100
        Gandhi: 100
        Genghis: 50
        Hatshepsut: 100
        Huayna Capac: 100
        Isabella: 50
        Julius Caesar: 50
        Kublai Khan: 50
        Louis XIV: 50
        Mansa Musa: 50
        Mao Zedong: 50
        Montezuma: 25
        Napoleon: 50
        Peter: 50
        Qin Shi Huang: 25
        Franklin Roosevelt: 25
        Saladin: 50
        Togugawa: 25
        Victoria: 100
        Washington: 100

        I noticed in compiling the list that Mao is unique in that the header for his section of the file is "CHINESE_LEADER" instead of his name, I had to scroll down to his traits to make sure which it was. I'm wondering if they were anticipating resistance to having such a controversial leader in their game.

        Comment


        • #19
          iMaxWarNearbyPowerRatio/iMaxWarDistantPowerRatio

          Alexander: 90/70
          Asoka: 90/60
          Bismarck: 100/50
          Catherine: 90/40
          Cyrus: 100/60
          Elizabeth: 80/40
          Frederick: 100/50
          Gandhi: 100/60
          Genghis: 120/90
          Hatshepsut: 90/50
          Huayna Capac: 100/60
          Isabella: 130/100
          Julius Caesar: 110/80
          Kublai Khan: 90/50
          Louis XIV: 110/70
          Mansa Musa: 100/50
          Mao Zedong: 110/60
          Montezuma: 130/80
          Napoleon: 120/100
          Peter: 120/60
          Qin Shi Huang: 120/40
          Franklin Roosevelt: 100/80
          Saladin: 110/80
          Togugawa: 100/30
          Victoria: 90/60
          Washington: 90/80

          This table could be very useful in determining how large you must keep your army to avoid being attacked. If Montezuma or Isabella are your neighbors, you need an army 130% the size of theirs to discourage their attacks, while Kublai Khan or Washington will leave you alone if you're army is only 90% the size of theirs.

          The second number is the maximum power ratio for wars against distant nations. The countries with high numbers here are more likely to attack you from across the map, even across the ocean. It's no surprise that Isabella is at the top of this series of numbers and Tokugawa is at the bottom. Some leaders who are willing to take on large armies nearby will shy away from foreign conflicts (i.e. Qin Shi Huang with a 120/40 Nearby/DistantPowerRatio).

          Comment


          • #20
            From that second table it looks like Isabella would be worse than Monty which is interesting.

            I do get Monty in about 90% of games (mostly as a neighbour) and very rarely meet Isabella so perhaps my perception of her would be worse if she came up more frequently.
            Jon Miller: MikeH speaks the truth
            Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
            We've got both kinds

            Comment


            • #21
              That's a great compilation, Badtz Maru.

              As for Isabella vs. Monty, I can attest she is a *****, however if your religions coincide, she can be the most stalwart ally, whereas Monty will very rarely go above Cautious, even if you give him tribute and share religion.
              The problem with leadership is inevitably: Who will play God?
              - Frank Herbert

              Comment


              • #22
                Originally posted by MikeH
                From that second table it looks like Isabella would be worse than Monty which is interesting.

                I do get Monty in about 90% of games (mostly as a neighbour) and very rarely meet Isabella so perhaps my perception of her would be worse if she came up more frequently.
                Both Montezuma and Isabella will attack a neighbor with a military strength 130% of their own, but Isabella is the only leader who will attack a distant civilization with a military as big as her own, which means if you don't have Friendly relations with Isabella and she has an army as big as yours, she will probably attack you eventually, no matter where she is.

                I'm going to put together a list for all civilizations listing the UnitAIWeightModifier, iWonderConstructRand, iBuildUnitProb, and FlavorType. I think these four variables are the main ones for determining what the AI builds. There's some surprising numbers in there. I will post it here when I'm finished if there's interest (4 variables for 18 leaders could take a while and I also have to take care of some kids in the meantime).

                Comment


                • #23
                  Well, I finally finished. Some interesting info is in the data below, such as:

                  Montezuma is the least likely to build wonders. Louis XIV is the most likely.

                  Napoleon is the most likely to build military units. Gandhi is the least likely (no surprise there, I guess).

                  Elizabeth is the only leader to have the UnitAIType of UNITAI_EXPLORE_SEA, Isabella with the only UNITAI_ATTACK_SEA, and Victoria is the only one with UNITAI_RESERVE_SEA. Huayna Capac is the only leader with UNITAI_CITY_COUNTER.

                  Here's the info, have fun.

                  Alexander
                  Build/Research Flavors: Military (5), Growth (2)
                  Unit AI Weight Modifier: ATTACK
                  Build Unit Probability: 35
                  Build Wonder Probability: 20

                  Asoka
                  Build/Research Flavors: Religion (5), Science (2)
                  Unit AI Weight Modifier: RESERVE
                  Build Unit Probability: 20
                  Build Wonder Probability: 40

                  Bismarck
                  Build/Research Flavors: Military (10)
                  Unit AI Weight Modifier: COLLATERAL
                  Build Unit Probability: 30
                  Build Wonder Probability: 30

                  Catherine
                  Build/Research Flavors: Science (5), Culture (2)
                  Unit AI Weight Modifier: COUNTER
                  Build Unit Probability: 25
                  Build Wonder Probability: 30

                  Cyrus
                  Build/Research Flavors: Military (5), Growth (2)
                  Unit AI Weight Modifier: ATTACK
                  Build Unit Probability: 30
                  Build Wonder Probability: 40

                  Elizabeth
                  Build/Research Flavors: Gold (5), Culture (2)
                  Unit AI Weight Modifier: EXPLORE_SEA
                  Build Unit Probability: 20
                  Build Wonder Probability: 20

                  Frederick
                  Build/Research Flavors: Production (10)
                  Unit AI Weight Modifier: WORKER
                  Build Unit Probability: 20
                  Build Wonder Probability: 20

                  Gandhi
                  Build/Research Flavors: Culture (10)
                  Unit AI Weight Modifier: WORKER
                  Build Unit Probability: 15
                  Build Wonder Probability: 10

                  Genghis
                  Build/Research Flavors: Military (5), Science (2)
                  Unit AI Weight Modifier: PILLAGE
                  Build Unit Probability: 35
                  Build Wonder Probability: 10

                  Hatshepsut
                  Build/Research Flavors: Religion (2), Culture (5)
                  Unit AI Weight Modifier: None
                  Build Unit Probability: 20
                  Build Wonder Probability: 40

                  Huayna Capac
                  Build/Research Flavors: Gold (10)
                  Unit AI Weight Modifier: CITY_COUNTER
                  Build Unit Probability: 25
                  Build Wonder Probability: 30

                  Isabella
                  Build/Research Flavors: Religion (10)
                  Unit AI Weight Modifier: ATTACK_SEA
                  Build Unit Probability: 25
                  Build Wonder Probability: 20

                  Julius Caesar
                  Build/Research Flavors: Military (5), Science (2)
                  Unit AI Weight Modifier: COUNTER
                  Build Unit Probability: 30
                  Build Wonder Probability: 30

                  Kublai Khan
                  Build/Research Flavors: Military (5), Culture (2)
                  Unit AI Weight Modifier: ATTACK_CITY
                  Build Unit Probability: 25
                  Build Wonder Probability: 30

                  Louis XIV
                  Build/Research Flavors: Military (2), Culture (5)
                  Unit AI Weight Modifier: ATTACK_CITY
                  Build Unit Probability: 30
                  Build Wonder Probability: 50

                  Mansa Musa
                  Build/Research Flavors: Religion (2), Gold (5)
                  Unit AI Weight Modifier: EXPLORE
                  Build Unit Probability: 20
                  Build Wonder Probability: 20

                  Mao Zedong
                  Build/Research Flavors: Production (2), Growth (5)
                  Unit AI Weight Modifier: PILLAGE
                  Build Unit Probability: 25
                  Build Wonder Probability: 10

                  Montezuma
                  Build/Research Flavors: Military (5), Gold (2)
                  Unit AI Weight Modifier: ATTACK
                  Build Unit Probability: 35
                  Build Wonder Probability: 0

                  Napoleon
                  Build/Research Flavors: Military (5), Gold (2)
                  Unit AI Weight Modifier: COUNTER
                  Build Unit Probability: 40
                  Build Wonder Probability: 10

                  Peter
                  Build/Research Flavors: Science (5), Growth (2)
                  Unit AI Weight Modifier: SETTLE
                  Build Unit Probability: 30
                  Build Wonder Probability: 30

                  Qin Shi Huang
                  Build/Research Flavors: Production (5), Gold (2)
                  Unit AI Weight Modifier: COLLATERAL
                  Build Unit Probability: 20
                  Build Wonder Probability: 30

                  Franklin Roosevelt
                  Build/Research Flavors: Production (5), Gold (2)
                  Unit AI Weight Modifier: COUNTER
                  Build Unit Probability: 20
                  Build Wonder Probability: 20

                  Saladin
                  Build/Research Flavors: Military (5), Religion (2)
                  Unit AI Weight Modifier: PILLAGE
                  Build Unit Probability: 30
                  Build Wonder Probability: 10

                  Tokugawa
                  Build/Research Flavors: Military (2), Science (5)
                  Unit AI Weight Modifier: CITY_DEFENSE
                  Build Unit Probability: 30
                  Build Wonder Probability: 20

                  Victoria
                  Build/Research Flavors: Gold (5), Growth (2)
                  Unit AI Weight Modifier: RESERVE_SEA
                  Build Unit Probability: 25
                  Build Wonder Probability: 30

                  Washington
                  Build/Research Flavors: Military (5), Growth (2)
                  Unit AI Weight Modifier: RESERVE
                  Build Unit Probability: 25
                  Build Wonder Probability: 20

                  Comment


                  • #24
                    Originally posted by Badtz Maru


                    Both Montezuma and Isabella will attack a neighbor with a military strength 130% of their own, but Isabella is the only leader who will attack a distant civilization with a military as big as her own,
                    And Napoleon.
                    Jon Miller: MikeH speaks the truth
                    Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
                    We've got both kinds

                    Comment


                    • #25
                      Originally posted by MikeH


                      And Napoleon.
                      Right you are! Missed that one, everybody always forgets Napoleon, even though his AI is one of the more extreme examples.

                      Comment


                      • #26
                        Gandhi is a bloodthirsty warmonger



                        (but only when I play as him)
                        THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
                        AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
                        AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
                        DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

                        Comment


                        • #27
                          I've done some research on why some leaders are more likely to trade techs than others. I've found two values in the Civ4LeaderHeadInfos.xml file that mention tech trading, and I'm not sure what they mean, but since Tokugawa has the lowest value of one of them and the highest of the other, I'm pretty sure these are the right ones.

                          They are iNoTechTradeThreshold and iTechTradeKnownPercent. I haven't fished out their values for all the leaders, but here's a few examples that might help someone figure them out...

                          Tokugawa

                          iNoTechTradeThreshold: 5
                          iTechTradeKnownPercent: 100

                          These are the lowest and highest values for these, respectively. Tokugawa is generally regarded as the hardest leader to get tech trades from.

                          Mansa Musa
                          iNoTechTradeThreshold: 20
                          iTechTradeKnownPercent: 0

                          These are the highest and lowest values for these, respectively. If these are the most important factors in determining how likely a leader is to trade technologies, Mansa Musa is the most likely.

                          It seems that most leaders have a iNoTechTradeThreshold of 5, with a good number of 10s and 15s. Mansa Musa is the only one with a 20.

                          iTechTradeKnownPercent seems to range mostly within 30 and 60, with one value of 70 (Bismarck) and one of 10 (Peter). I wish I knew what it meant, but it does seem lower values mean the AI is more likely to trade. Maybe the "KnownPercent" refers to a percentage of the trading partner's techs that the AI has to know before it's willing to give up techs? I don't know.

                          Comment


                          • #28
                            I have a question that is slightly OT for this particular thread, but perhaps someone posting in it will know the answer:

                            When you choose to randomize leader personalities at start-up, does anyone know what exactly is randomized? Does Tokugawa become Gandhi, for example, or are Tokugawa's numbers scrambled some (or a lot)?

                            Personally, I don't think they exchange personalities as a package -- at least, I don't think that I've seen this. So what happens?

                            Thanks!

                            Comment


                            • #29
                              Originally posted by Kriegsspieler
                              I have a question that is slightly OT for this particular thread, but perhaps someone posting in it will know the answer:

                              When you choose to randomize leader personalities at start-up, does anyone know what exactly is randomized? Does Tokugawa become Gandhi, for example, or are Tokugawa's numbers scrambled some (or a lot)?

                              Personally, I don't think they exchange personalities as a package -- at least, I don't think that I've seen this. So what happens?

                              Thanks!
                              I've wondered about that myself. I'm sure the values are saved somewhere in a manner similar to what's in this file, but I'm not sure how to access it...is it a temporary .XML file, or would I have to search a savegame...

                              Anyway, I played Random Personalities 99% of the time until a couple of months ago, which is why I hadn't noticed the trends with certain leaders. I'm not sure how it changes the leaders, I'd like to know though, and being able to view the changes would be useful in this project, if I had a random personalities game where Tokugawa dominated, I could see what was different.

                              Comment


                              • #30
                                Originally posted by Badtz Maru
                                I've done some research on why some leaders are more likely to trade techs than others. I've found two values in the Civ4LeaderHeadInfos.xml file that mention tech trading, and I'm not sure what they mean, but since Tokugawa has the lowest value of one of them and the highest of the other, I'm pretty sure these are the right ones.

                                They are iNoTechTradeThreshold and iTechTradeKnownPercent. I haven't fished out their values for all the leaders, but here's a few examples that might help someone figure them out...

                                Tokugawa

                                iNoTechTradeThreshold: 5
                                iTechTradeKnownPercent: 100

                                These are the lowest and highest values for these, respectively. Tokugawa is generally regarded as the hardest leader to get tech trades from.

                                Mansa Musa
                                iNoTechTradeThreshold: 20
                                iTechTradeKnownPercent: 0

                                These are the highest and lowest values for these, respectively. If these are the most important factors in determining how likely a leader is to trade technologies, Mansa Musa is the most likely.

                                It seems that most leaders have a iNoTechTradeThreshold of 5, with a good number of 10s and 15s. Mansa Musa is the only one with a 20.

                                iTechTradeKnownPercent seems to range mostly within 30 and 60, with one value of 70 (Bismarck) and one of 10 (Peter). I wish I knew what it meant, but it does seem lower values mean the AI is more likely to trade. Maybe the "KnownPercent" refers to a percentage of the trading partner's techs that the AI has to know before it's willing to give up techs? I don't know.
                                I can't remember a single time since I've patched that Mansa Musa wouldn't trade a technology with me.

                                Comment

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