This is exactly the same model as was used in CIV4 (can declare at friendly, pleased, cautious) but otherwise does not affect current diplomacy (an AI that can declare war at Friendly and is thus deceptive, will still give you 300 gold for a luxury resource). Neutral / friendly / guarded / hostile / afraid / war: How likely they are to decide upon having one of the stated attitudes, considering all other modifiers already in placeĭeceptive: how likely their stated attitude does not reflect their real attitude. Nuke: how likely they are to build Manhattan project and to build & use nukes. Religion: unused (leftover from CIV4), currently affecting chance of going piety branch (positive) and going space victory (negative)ĭiplomacy, Spaceship: how likely they are to go for UN or Science victory GP, Wonders: first unkown, could be chance of building gardens or employing specialists, the other one is for chance of building wonders Happiness: chance of building happiness buildings Production, science, gold, culture: chance of building production, science, gold, culture buildings and focus on working those tiles Navalgrowth / navaltileimprovement / waterconnection Chance to build lighthouses, seaports, fishing boats, harborsĮxpansion, Growth, Tile improvement, Infrastructure: how likely they are to build settlers, workers, make tile improvements, roads Recon / ranged / mobile / naval / navalrecon / air: Chance to build certain unit types Military training: chance of building Barracks, Armories, Stables etc. Offense / defense / city-defense: how likely they are to invest into offensive/defensive units or city defenses (walls, castles, military bases). Neediness: how likely they are go ask for resources/gold with DoF activeįorgiveness: chance of the AI forgiving old grudges (diplomatic penalties)Ĭhattiness: how likely they open up the screen and comment. Loyalty: chance of them backstabbing someone (war or denouncement) Warmongerhate: chance of diplomatic penalties for wiping out AIs, city-states and starting warsĭenouncewillingness: chance of denouncement, based also on number of active penaltiesĭoFwillingness: chance of wanting declarations of friendship, based also on active bonuses Minor civ: chance of getting the "we compete for same city-states'" diplomatic penaltyĭiplobalance: unknown, possibly chance for getting diplomatic penalties for attacking or denouncing a nation you have declarations of friendship with. Wonder: chance of getting the "they covet wonders we built" diplomatic penalty Victory: chance of getting the "they think we try to win in a similar fashion" diplomatic penalty There's still a die roll involved (and other factors like distance from your civ etc.) but these tables should give you a very solid base on which you can plan your game so it affects diplomacy in the way you want it to.Įxact columns mean the following: Competetiveness He is very unlikely to hate you if you're a warmonger.
![civ 5 gandhi civ 5 gandhi](https://i.ytimg.com/vi/3t5_C43A4no/maxresdefault.jpg)
Oda Nobunaga has a very low "Warmonger hate" score. He might not take that route, but its very likely. For example, Alexander has a very high score in pursuing a diplomatic victory. The higher the value, the more likely the AI will act according to that strategy. build units, buildings, wonders and what type react to wars, wonders being built, city-states etc. The listed AI values represent how likely an AI leader is to:
![civ 5 gandhi civ 5 gandhi](https://static0.gamerantimages.com/wordpress/wp-content/uploads/2020/09/gandhi-nuke-bug-myth-debunked.jpg)
![civ 5 gandhi civ 5 gandhi](https://quotestats.com/topic/505291-gandhi-civ-5-quotes-1004251.jpg)
While searching for why Ghandi likes nukes I came upon the chart I had in mind when I was asking the question.