Playing around the diplomacy.txt, I was able to get the AI civs love each other (a big change from them being constantly at war!)
The trick is (I believe)
a. Change the number in top of diplomacy.txt to # 3
instead of # 2 . I believe 2 is a mistype.
b. Change the various incursion/invasion numbers (these are per-turn regard numbers) in
DEFAULT diplomacy to 0. Thus, AIs won't hate each other for minor actions.
c. Add more meat to the MAKE_FRIEND diplomacy type. Right now it is pathetically meaningless. In particular, increase the priorities of the good proposals such as GIVE_GOLD, etc.
All the above changes are in diplomacy.txt. Make sure that you don't change the order of the various ProposalElements, else the game may crash in a few turns. Also, don't use the function
ChangeGlobalRegard(player, delta, explanationID).
I crashed the game a few turns after this was used.
Heck, some of these civs that loved me even began offering me gold! Also, at least one civ was at war with another, so there is some fight going on.
BTW, I also added an extra bit of diplomacy SLIC, to the effect that
"If the minimum distance between AI1 cities and AI2 cities is greater than 20 (or whatever you want), ConsiderDiplomaticState(...,MAKE_FRIEND,...)".
This may also have created the above lovebug. I was unable to verify if this piece of code is the one responsible for all that love, because I don't know how to access the player's current diplomatic states.
Clearly, other conditions can be similarly created, depending on the opponent's strengths.
Comment