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a look on diplomacy.txt: see what costs what...

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  • a look on diplomacy.txt: see what costs what...

    from diplomacy.txt in
    Call To Power 2\ctp2_data\default\aidata
    quote:

    // 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

    since i dont have the very final version, numbers could be different...

  • #2
    "SlaveRaidRegardCost -50"

    I've sent Slavers into neighboring territory twice.

    The first game, the other country declared war immediately after the first slave raid on a city.

    The second game, they didn't go to war right away, but they did start sending armies my way. I can't remember if there was an actual declaration, but I was under attack pretty quickly.

    Much better than CTP1, I think...you could conduct slave raids there with little risk ("plausible deniability"?).

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