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Epic 11 - ZuperT

KMad Wrote:it seems to me that when "declare war on so-and-so" is redlined for the reason "we fear their military might" it's directly related to how close that guy lives to the AI you're asking. i get different people saying it about different targets and it's always someone that is a neighbor, even when somebody farther away is much more powerful. that somebody farther away may still be redlined, but it was always for a different reason once i started watching it. i guess that's related to the .xml stuff of

<iMaxWarNearbyPowerRatio>90</iMaxWarNearbyPowerRatio>
<iMaxWarDistantPowerRatio>70</iMaxWarDistantPowerRatio>

(those are alex, picked at random), altho the sheet i have explains that number as "the AI won't start an unprovoked war against a neighbor [distant civilization] unless it's own Power Rating is at least this percentage of the neighbor's Power Rating." makes sense i suppose, if they calculate that they'd be slaughtered in an "unprovoked" war why would they decide you bribing them to start one would let them live after all. unprovoked is probably the wording of the guy who wrote the excel cheat sheet after all, and not a word in the code/sdk/whateveryoucallit.

I think that you are probably right, but can't give a definitive answer because well, a lot of the AI code is less neat and orderly and well documented than I would like and so I haven't quite figured out how it works.

Quote:about the close borders penalty. my game pretty much served as a test, i pushed it BIGTIME lol. i convinced myself that puppy is capped at -4. mine jumped as i started stealing from their city crosses, tiles they could be working in their own cities if my culture hadn't taken them over. well for alex, as he settled cities that from turn 0 had about half of their tiles in my culture already. but it seemed to not just be based on tiles of yours that are touching their tiles, like just "close" or "adjacent". do you know if that's true?

This is an easier one. All the AI attitudes are capped. For close borders, it varies from -2 to -4, depending on leader. You get a flat 40% of this number if at least 8 of their tiles are adjacent to you (Note that water tiles don't count). In addition, you get another 3% of the max attitude for each tile in their BFCs you own that they would've owned if you weren't around, up to a maximum of 60% (20 stolen tiles in other words). This number is then rounded down. So to get the maximum value you'd need to be adjacent to at least 8 of their tiles and you need to have stolen at least 20 of their tiles. Oddly enough, this means that if you steal all their tiles, there might not be so much tension because they don't have 8 tiles available to be adjacent to you. Also, they don't seem to care whether the stolen tile is fertile land or worthless sand. I guess the AIs like their sand.
-kcauQ -kcauQ
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DerangedDuck Wrote:In addition, you get another 3% of the max attitude for each tile in their BFCs you own that they would've owned if you weren't around, up to a maximum of 60% (20 stolen tiles in other words). This number is then rounded down. So to get the maximum value you'd need to be adjacent to at least 8 of their tiles and you need to have stolen at least 20 of their tiles. Oddly enough, this means that if you steal all their tiles, there might not be so much tension because they don't have 8 tiles available to be adjacent to you. Also, they don't seem to care whether the stolen tile is fertile land or worthless sand. I guess the AIs like their sand.
thank you! looking at the final year, if i'm counting right, i own 39 tiles that are in alex's city crosses, that does seem like quite a few. it's fun watching the "close borders" number drop drastically (sometimes disappear) when you flip a city and then climb back up. in this game i kept only two flipped cities intact, the other 5 i razed and resettled on the same turn. i made my combat vulture settlers way in advance since i wasn't about to get stuck with the crappy AI locations but i also wasn't gonna miss my chance at the spot when it did open up!
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KMad Wrote:thank you! looking at the final year, if i'm counting right, i own 39 tiles that are in alex's city crosses, that does seem like quite a few. it's fun watching the "close borders" number drop drastically (sometimes disappear) when you flip a city and then climb back up. in this game i kept only two flipped cities intact, the other 5 i razed and resettled on the same turn. i made my combat vulture settlers way in advance since i wasn't about to get stuck with the crappy AI locations but i also wasn't gonna miss my chance at the spot when it did open up!

I've really got to try this combat vulture settler thing. =)
-kcauQ -kcauQ
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Thanks DerangedDuck and KMad for the elaboration of how things work.


DerangedDuck Wrote:Aggressive AI definitely does more than just give the human a -2 modifier.

When performing certain 'am I strong enough to take them?' calculations, aggressive AIs multiply their own strength by 4/3, so they think they're tougher than they really are.

So the AIs are more agressive against each others as well! No wonder there were so many AI vs. AI wars going on. Of course the crowded map also contributed to this.

But, apparently the AIs don't take into account DPs when performing the calculations. Alex declared on me in the late game, when he just below me on the power graph, but I had a DP with Toku who was way ahead in power.
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