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AI Diplomacy Mod - Final pop
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Description:
Final 3.4``Changes:``- Embassies re-create after a war (if had one before the war).``- Disabled the break agreement proposals since it only works for half``the time and I can't find the resolution````V3.3``- AI will not by default refuse another AI's proposal.``- AI has higher priorities for making proposals. This causes the AI to make more proposals.``- AI's will generate either positive or negative regard for each other.``- AI/Human interaction will be more agressive/demanding.``- Enabled trade and military pacts for peace treaty. I believe this to be more historically accurate.``- AI will build slightly more diplomats. (If suggested change of UnitBuildLists.txt is used)``- On average, an AI will make 15 considerations for proposals every turn. This is an increase from Diplomod V3.0.``- AI has 3 different AI-Human diplomatic states being friendly, neutral and provoking.``- AI's will now build embassies with other civs.``- AI's will now pullout troops when withdraw troops agreement is in place.``- Implements above increasing-chance formula for map swapping.``- NEW PROPOSAL: Request/offer break agreements. Can break agreements with a third party. Eg. Have peace treaty with civ[a], civ[b] at war with civ[a], offer to break agreements with civ[a] TO civ[b]. If they accept, civ[a] dislikes you more, civ[b] likes you more.``- Halved AI acceptance of human proposals. Harder to get stuff through an AI now (pointed at advance problem).``- "Catch" put in to slow diplo activity from an AI if at war with you.````Final Word: Great advancement over the shipped AI. This is what it should have been... thanks Dale for a great product.
Added: 03-05-2001 Hits: 5652
Version number: 3.4 File Size: 167 KB Requirement: None
Votes: 9 Reviews: 9 Rating: 3.83

Reviews: (9)

  1. ( dionysos2048, 05-19-2001) Excellent, really make the game more interresting
  2. ( Will 5001, 04-06-2001) Maybe its just me, but after installing the mod I found that after loading the game, some things was missing in diplomod.scl and I kept reciving irrelevant messages. Do I replace original files? I had to undo all the modifications. sorry dale :-)
  3. ( kaan, 04-03-2001) This is a great mod, get it now!
  4. ( alley_cat, 03-08-2001) For some reason, every time I try to start a scenario after installing this mod, CTP2 halts with 2 error messages about not findind something in diplomod.scl or something like that. It works fine on standard game.``Why is that?
  5. ( brjaan, 02-19-2001) Works really well even with the English City Mod.
  6. ( Jools, 02-03-2001) Sorry about the nine, i'm too much of an a****** to give you a 10.``Hey does this count to my post count?````On a more serious note... GREAT JOB but why didn't activision think of this? Why do we have to constantly modify our games?
  7. ( Gwap, 01-31-2001) I only installed a previous version onto my current game. It has done a wee bit to make AI smarter on this issue. Good work. Now the only drawback so far discovered is that alliances with all AI players can be made but whilst they're at war with anybody else cannot be maintained for any length of time.
  8. ( jackazzstudent, 01-31-2001) Great Mod!! As I am not an expert player, this makes it easier to placate the AI. It also makes it possible to ally yourself without giving too much in return. My only complaint is that, maybe, it is too easy to befriend the AI.
  9. ( xaldin, 01-22-2001) While it isn't a finished project what is there works wonders. The other civs are more diplomatically inclined both with the human and each other and far more believable reactions. Still aren't stunning but compared to the original this makes them 100% better.

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