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Diplomacy.txt

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  • Diplomacy.txt

    \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
    {
    Threaten 50

    ScenarioEvent
    {
    PositiveDecay 0.9
    NegativeDecay 0.9
    }

    MilitaryPowerEvent
    {
    PositiveDecay 0.9
    NegativeDecay 0.9
    }

    MilitarySafetyEvent
    {
    PositiveDecay 0.9
    NegativeDecay 0.9
    }

    DiplomacyEvent
    {
    PositiveDecay 0.9
    NegativeDecay 0.9
    }

    GoldEvent
    {
    PositiveDecay 0.9
    NegativeDecay 0.9
    }

    KnowledgeEvent
    {
    PositiveDecay 0.9
    NegativeDecay 0.9
    }

    ProductionEvent
    {
    PositiveDecay 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
    }

    ProposalElement
    {
    Proposal PROPOSAL_REQUEST_GIVE_CITY
    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
    }
    }
    Last edited by Martin Gühmann; December 3, 2010, 20:20.
    Civ2 military advisor: "No complaints, Sir!"
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