The MOO AI can be difficult to deal with but certainly the reaction to your diplomatic proposals can be more favourable than intentioned leading to various exploits. The guide describes the AIâs âcore reactionâ to your efforts as fairly stable subject to certain temporary (patience) modifiers and the formula presented suggest it may take several attempts to be successful.
Core Reaction theory
The guide covers the conditions for making and accepting each of the possible diplomatic actions.
Optionâ¦..Minimum.Accept..Counter..Reject. Formula
NAPâ¦........+15(Rela)â¦...75+..74 to 50â¦...49-â¦.core+temp(treaty)+d100
Alliance.....+50(Affa)â¦..125+..124-100â¦...99-â¦.core+temp(treaty)+d100
dowâ¦â¦.....+19(Amia).â¦150+..149-125â¦..124-...core+temp(treaty)+d100
dow(pact).+19(Amia).â¦250+..249-225â¦..224-...core+temp(treaty)+d100
break ally.+19(Amia)â¦..200+..199-175â¦..174-.â¦core+temp(treaty)+d100
Tradeâ¦....-100(Feud)â¦.100+..99 to 75.â¦.74-â¦..core+temp(trade)+d100
Exchange.-100(Feud)â¦.100+..99 to 75â¦..74-â¦..core+temp(exchange)+UTA+relations+d100
Peaceâ¦...-100(Feud)â¦â¦.0+..-1 to -25..<-25â¦...core+temp(peace)+damage+d100
Threaten..-100(Feud)..100+(Appease)..99-75(Cower)..74-25(Ignore)..<25(dow)â¦personality modifier+relative power
Option âdowâ is requesting AI to declare war on another AI, âdow(pact)â if an alliance or nap is in force between the AIâs. Minimum is the minimum current relations (as shown on the Races screen) needed for AI to consider offer. âdamageâ is positive damage inflicted by you on AI and negative damage inflicted by AI on you (pop=5, mb=3, fact=1, ship=1/2/3/4 based on size). UTA is the âUnfair Trade Advantageâ is a modifier of up to +100 if your proposed tech (selected by AI) is twice the tech level of the AI tech in exchange. Relative Power is 0 if you have equal or less total power on the Status screen, up to +100 if you have twice or more total power. To threaten option, Appease is gift without peace/war and cower is a retreat and formal peace treaty (8-15 turns). Which brings us to the key concepts of âcore reactionâ and the temporary modifiers.
Core reaction is the AIâs fairly stable reaction to your proposals is made up of:
Core1: Base relations â the starting relations on first turn of new game between you and AI as described in the manual. This is far more stable than the current relations as displayed on the Races screen. It only changes by -5 for each war (whoever initiated).
...Relaxed +12
...Neutral 0
...Unease -12
...Wary -24
...Restless -36
Core2: Personality modifier â based on AI personality:
...Peaceful +20
...Honorable +10
...Erratic -40 to +40 (rolled at start of each turn)
...Aggressive -20
...Ruthless -30
...Xenophobic -50
Core3: An adjustment with a maximum of +30:
...tech tribute +5 each
...oath break -5 each time you break a peace treaty, an alliance, a NAP or a trade agreement
Temporary modifiers are a more volatile component of AI reaction to your diplomacy which represent the patience of the AI being tested by repeated proposals on the same turn or soon after a previous proposal (accepted or not). Different temporary modifiers are used for different options:
1. temp(treaty) â for NAPs and alliances
2. temp(trade) â for starting or increasing trade
3. temp(exchange) â for technology exchanges
4. temp(peace) â for peace treaty proposals
5. temp(diplomat gone) â for leaders patience
Temporary modifiers start at 0 but every parlay inflicts a -10 on all these temporary modifiers and -30 in the field actually brokered then they increase back to 0 at +10 per turn. This is why standard advice on trying to get an AI to agree peace is to wait 3 turns after the last refusal to allow the temporary modifier to increase back to 0 to give another decent chance of acceptance.
All this is fine but if core starts off mainly being affected by personality (mostly negative) and the temps start at 0 the chance of the formula described above reaching âacceptâ is remote. Even a Relaxed/Peaceful would have only a 32% chance of accepting that trade agreement you were offering and you would have no chance at all with the grumpy ones (Xeno/Ruth/Agg or Erratics on a bad year). Reality is somewhat different with the AI accepting most early proposals. I almost forgot that early trade rejects were even possible until one was reported from the Unease/Ruthless Mrrshan in Imperium 14. So whatâs wrong or changed?
Core Reaction practical
After scanning the savefile and running a long series of tests I have drawn the following conclusions:
1. Temporary modifiers start the game at 0 then increase by a random 10-15 (approx) the first 4 turns then a more varied increase the following year, reeling in the higher numbers, then by a flat 10 for 5 years if still under 100. This makes the AI less susceptible to diplomatic initiatives in the first few years. The final result is the temporary modifiers stable position is a random number between 100 and 109 and after decrease they automatically return, gradually, to this value range. There is no âdiplomat goneâ temporary modifier since he flees if any of the temps plus âbadâ personality modifier drops to -100 or below - no bonus for Peace/Hon who leave at -100 but Agg/Ruth/Xeno leave at -80/-70/-50. Now an extra 100-109 points in the formulae above gives great chances of early success and little chance for failure.
2. The core reaction includes the current relations not the base relations. This is a more subtle difference which hardly impacts early diplomacy but is very important later on. I can only assume this is a bug because this makes AI reaction, and its own diplomacy if it is affected similarly, far more volatile. The AI will be far more difficult to deal with when angry and far more agreeable when pleased. This might sound good but it makes positive (and negative) diplomacy far too effective since it is counted multiple times â vote, âenemy of my enemyâ increase relations and temporary modifiers while tech gifts increase core adjustment, relations and temp(peace)!
3. Minor issues:
NAP accepted from +11 (Neutral is -11 to +11)
Alliance accepted from +51 (Affable is +48 to +59)
No minimum relations needed for DOW, DOW(pact) or Break Alliance but current relations impact on chance of success
DOW(pact) behaves like DOW with same accept value so easier to achieve this than Break alliance (a bug)
Break alliance is for alliances only, not for NAPâs mentioned in guide
On Threaten, appease reaction enforces withdraw and peace treaty just like cower
Peace treaty from war may be 8-15 turns as per guide but enforced peace from appease/cower to your threat is at least 6-20 turns
Threaten must have additional factors or lower limits for success considering rate noticed (can threaten more powerful Xenophobe!)
Breaking a trade agreement is not an oath breaker (the AI will still not be pleased though â see below)
Tech tribute gives a variable gain to core adjustment (+3 to +10 noticed) subject to overall +30 limit
Oath breaker gives +10 to core adjustment (a bug) not subject to +30 limit but you will not be popular for quite a while (see below)
No counters offered to (early) trade or NAPs and accept appears to be 75 & 50 respectively
At least some responses seem non-linear with too many counters to accepts or rejects. For instance with peace treaty offers better relations or personality modifier improves accepts but increased temp just seems to affect number of counters with few if any direct accepts.
Temporary modifier changes
NAP/Alliance â no loss if below minimum relations, else accept or reject adds about -30 to -60 to temp(treaty) and adds -10 to other temps
DOW or Break Alliance request â no change if rejected else adds about -30 to -60 to temp(treaty) and adds -10 to other temps
â¦Note that where outright reject suffers no penalty, rejecting a counter-offer suffers the full penalty.
Peace treaty â accept or reject adds about -50 to -80 to temp(treaty) and adds -30 to other temps â oddly temp(peace) is not worst impacted
Trade - forget-it adds about -10 to -40 to temp(trade) and adds -10 to other temps, accepting/rejecting trade adds about -45 to -95 to temp(trade) and adds -20 to other temps
Exchange - outright reject adds -30 to temp(exchange) but max of 50 and adds -30 to other temps, accept/forget-it/escape adds about -60 to -110 to temp(exchange) and adds -40 to other temps
Threaten â appease/cower/ignore puts temp(treaty) to -220 and other temps reduced by 100 each, AI dow puts temp(peace) to -230 and other temps to -300, in either case diplomat will be gone awhile
Break Trade agreement â adds -100 to all 4 temps (but no oath breaker)
Break NAP â puts all 4 temps to -300 and marks you an oath breaker, diplomat gone a long while
Break Alliance â puts all 4 temps to -300 and marks you a double oath breaker, diplomat gone a long while
Break Peace treaty (by action not dialogue) â temp(peace) to -120 and other temps to -190, diplomat gone but no oath breaker!
DOW by you (action not words) â same as break Peace treaty but damage caused impacts temps also. If you have a treaty in place then AI will suffer an oath breaker penalty against you!
Dialogue warning! The guide says there is no penalty if you exit dialogue before finalising action but, apart from penalties noted above for trade & technology exchange, note that entering âThreaten/Break Treaty or Tradeâ dialogue adds -100 to all temporary modifiers even if you immediately exit without actually breaking any treaties or issuing a threat!
Positive/negative diplomacy affecting relations also impact temporary modifiers eg. inflicting damage on an AI which reduces relations will reduce treaty, trade and exchange temporary modifiers by the same amount and increase peace temporary modifier by one quarter of the loss (more likely to agree peace if heâs hurting).
Trade offer accept chance at defaults
â¦â¦â¦...â¦Peace..Honor..Errat..Aggre..Ruthl..Xeno
Relaxedâ¦100%..100%..100%..100%..100%...92%
Neutralâ¦.100%..100%...99%..100%..100%...80%
Uneaseâ¦.100%..100%...97%...98%....88%...68%
Waryâ¦..â¦100%..100%...92%...86%...76%...56%
Restlessâ¦100%..100%...87%...74%...64%...44%
Note some conclusions are from direct information in the savefile, some are from repeated tests subject to the Moo pRNG. Let me know if you see or suspect something different from that mentioned.
Core Reaction theory
The guide covers the conditions for making and accepting each of the possible diplomatic actions.
Optionâ¦..Minimum.Accept..Counter..Reject. Formula
NAPâ¦........+15(Rela)â¦...75+..74 to 50â¦...49-â¦.core+temp(treaty)+d100
Alliance.....+50(Affa)â¦..125+..124-100â¦...99-â¦.core+temp(treaty)+d100
dowâ¦â¦.....+19(Amia).â¦150+..149-125â¦..124-...core+temp(treaty)+d100
dow(pact).+19(Amia).â¦250+..249-225â¦..224-...core+temp(treaty)+d100
break ally.+19(Amia)â¦..200+..199-175â¦..174-.â¦core+temp(treaty)+d100
Tradeâ¦....-100(Feud)â¦.100+..99 to 75.â¦.74-â¦..core+temp(trade)+d100
Exchange.-100(Feud)â¦.100+..99 to 75â¦..74-â¦..core+temp(exchange)+UTA+relations+d100
Peaceâ¦...-100(Feud)â¦â¦.0+..-1 to -25..<-25â¦...core+temp(peace)+damage+d100
Threaten..-100(Feud)..100+(Appease)..99-75(Cower)..74-25(Ignore)..<25(dow)â¦personality modifier+relative power
Option âdowâ is requesting AI to declare war on another AI, âdow(pact)â if an alliance or nap is in force between the AIâs. Minimum is the minimum current relations (as shown on the Races screen) needed for AI to consider offer. âdamageâ is positive damage inflicted by you on AI and negative damage inflicted by AI on you (pop=5, mb=3, fact=1, ship=1/2/3/4 based on size). UTA is the âUnfair Trade Advantageâ is a modifier of up to +100 if your proposed tech (selected by AI) is twice the tech level of the AI tech in exchange. Relative Power is 0 if you have equal or less total power on the Status screen, up to +100 if you have twice or more total power. To threaten option, Appease is gift without peace/war and cower is a retreat and formal peace treaty (8-15 turns). Which brings us to the key concepts of âcore reactionâ and the temporary modifiers.
Core reaction is the AIâs fairly stable reaction to your proposals is made up of:
Core1: Base relations â the starting relations on first turn of new game between you and AI as described in the manual. This is far more stable than the current relations as displayed on the Races screen. It only changes by -5 for each war (whoever initiated).
...Relaxed +12
...Neutral 0
...Unease -12
...Wary -24
...Restless -36
Core2: Personality modifier â based on AI personality:
...Peaceful +20
...Honorable +10
...Erratic -40 to +40 (rolled at start of each turn)
...Aggressive -20
...Ruthless -30
...Xenophobic -50
Core3: An adjustment with a maximum of +30:
...tech tribute +5 each
...oath break -5 each time you break a peace treaty, an alliance, a NAP or a trade agreement
Temporary modifiers are a more volatile component of AI reaction to your diplomacy which represent the patience of the AI being tested by repeated proposals on the same turn or soon after a previous proposal (accepted or not). Different temporary modifiers are used for different options:
1. temp(treaty) â for NAPs and alliances
2. temp(trade) â for starting or increasing trade
3. temp(exchange) â for technology exchanges
4. temp(peace) â for peace treaty proposals
5. temp(diplomat gone) â for leaders patience
Temporary modifiers start at 0 but every parlay inflicts a -10 on all these temporary modifiers and -30 in the field actually brokered then they increase back to 0 at +10 per turn. This is why standard advice on trying to get an AI to agree peace is to wait 3 turns after the last refusal to allow the temporary modifier to increase back to 0 to give another decent chance of acceptance.
All this is fine but if core starts off mainly being affected by personality (mostly negative) and the temps start at 0 the chance of the formula described above reaching âacceptâ is remote. Even a Relaxed/Peaceful would have only a 32% chance of accepting that trade agreement you were offering and you would have no chance at all with the grumpy ones (Xeno/Ruth/Agg or Erratics on a bad year). Reality is somewhat different with the AI accepting most early proposals. I almost forgot that early trade rejects were even possible until one was reported from the Unease/Ruthless Mrrshan in Imperium 14. So whatâs wrong or changed?
Core Reaction practical
After scanning the savefile and running a long series of tests I have drawn the following conclusions:
1. Temporary modifiers start the game at 0 then increase by a random 10-15 (approx) the first 4 turns then a more varied increase the following year, reeling in the higher numbers, then by a flat 10 for 5 years if still under 100. This makes the AI less susceptible to diplomatic initiatives in the first few years. The final result is the temporary modifiers stable position is a random number between 100 and 109 and after decrease they automatically return, gradually, to this value range. There is no âdiplomat goneâ temporary modifier since he flees if any of the temps plus âbadâ personality modifier drops to -100 or below - no bonus for Peace/Hon who leave at -100 but Agg/Ruth/Xeno leave at -80/-70/-50. Now an extra 100-109 points in the formulae above gives great chances of early success and little chance for failure.
2. The core reaction includes the current relations not the base relations. This is a more subtle difference which hardly impacts early diplomacy but is very important later on. I can only assume this is a bug because this makes AI reaction, and its own diplomacy if it is affected similarly, far more volatile. The AI will be far more difficult to deal with when angry and far more agreeable when pleased. This might sound good but it makes positive (and negative) diplomacy far too effective since it is counted multiple times â vote, âenemy of my enemyâ increase relations and temporary modifiers while tech gifts increase core adjustment, relations and temp(peace)!
3. Minor issues:
NAP accepted from +11 (Neutral is -11 to +11)
Alliance accepted from +51 (Affable is +48 to +59)
No minimum relations needed for DOW, DOW(pact) or Break Alliance but current relations impact on chance of success
DOW(pact) behaves like DOW with same accept value so easier to achieve this than Break alliance (a bug)
Break alliance is for alliances only, not for NAPâs mentioned in guide
On Threaten, appease reaction enforces withdraw and peace treaty just like cower
Peace treaty from war may be 8-15 turns as per guide but enforced peace from appease/cower to your threat is at least 6-20 turns
Threaten must have additional factors or lower limits for success considering rate noticed (can threaten more powerful Xenophobe!)
Breaking a trade agreement is not an oath breaker (the AI will still not be pleased though â see below)
Tech tribute gives a variable gain to core adjustment (+3 to +10 noticed) subject to overall +30 limit
Oath breaker gives +10 to core adjustment (a bug) not subject to +30 limit but you will not be popular for quite a while (see below)
No counters offered to (early) trade or NAPs and accept appears to be 75 & 50 respectively
At least some responses seem non-linear with too many counters to accepts or rejects. For instance with peace treaty offers better relations or personality modifier improves accepts but increased temp just seems to affect number of counters with few if any direct accepts.
Temporary modifier changes
NAP/Alliance â no loss if below minimum relations, else accept or reject adds about -30 to -60 to temp(treaty) and adds -10 to other temps
DOW or Break Alliance request â no change if rejected else adds about -30 to -60 to temp(treaty) and adds -10 to other temps
â¦Note that where outright reject suffers no penalty, rejecting a counter-offer suffers the full penalty.
Peace treaty â accept or reject adds about -50 to -80 to temp(treaty) and adds -30 to other temps â oddly temp(peace) is not worst impacted
Trade - forget-it adds about -10 to -40 to temp(trade) and adds -10 to other temps, accepting/rejecting trade adds about -45 to -95 to temp(trade) and adds -20 to other temps
Exchange - outright reject adds -30 to temp(exchange) but max of 50 and adds -30 to other temps, accept/forget-it/escape adds about -60 to -110 to temp(exchange) and adds -40 to other temps
Threaten â appease/cower/ignore puts temp(treaty) to -220 and other temps reduced by 100 each, AI dow puts temp(peace) to -230 and other temps to -300, in either case diplomat will be gone awhile
Break Trade agreement â adds -100 to all 4 temps (but no oath breaker)
Break NAP â puts all 4 temps to -300 and marks you an oath breaker, diplomat gone a long while
Break Alliance â puts all 4 temps to -300 and marks you a double oath breaker, diplomat gone a long while
Break Peace treaty (by action not dialogue) â temp(peace) to -120 and other temps to -190, diplomat gone but no oath breaker!
DOW by you (action not words) â same as break Peace treaty but damage caused impacts temps also. If you have a treaty in place then AI will suffer an oath breaker penalty against you!
Dialogue warning! The guide says there is no penalty if you exit dialogue before finalising action but, apart from penalties noted above for trade & technology exchange, note that entering âThreaten/Break Treaty or Tradeâ dialogue adds -100 to all temporary modifiers even if you immediately exit without actually breaking any treaties or issuing a threat!
Positive/negative diplomacy affecting relations also impact temporary modifiers eg. inflicting damage on an AI which reduces relations will reduce treaty, trade and exchange temporary modifiers by the same amount and increase peace temporary modifier by one quarter of the loss (more likely to agree peace if heâs hurting).
Trade offer accept chance at defaults
â¦â¦â¦...â¦Peace..Honor..Errat..Aggre..Ruthl..Xeno
Relaxedâ¦100%..100%..100%..100%..100%...92%
Neutralâ¦.100%..100%...99%..100%..100%...80%
Uneaseâ¦.100%..100%...97%...98%....88%...68%
Waryâ¦..â¦100%..100%...92%...86%...76%...56%
Restlessâ¦100%..100%...87%...74%...64%...44%
Note some conclusions are from direct information in the savefile, some are from repeated tests subject to the Moo pRNG. Let me know if you see or suspect something different from that mentioned.