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== AI personalities == Personalities describe how an AI empire will react to other empires around them. Each personality consists of a behaviour archetype which describes the empire's goal, a list of behaviours which describe the likely actions taken against other empires and pops, and several modifiers which alter other features which require numeric values as inputs. === Personality archetypes === Personality archetypes describe the overall goal of the AI nation. If a personality archetype is not set, then the AI will pursue a balanced goal with no distinct focus. {| class="wikitable sortable" |- ! Personality name !! Description |- | honorbound || Cares about honor and martial prowess above all else. |- | capitalist || Cares about trade and material profit above all else. |- | hegemon || Cares about the superiority of their own empire above all else. |- | ideologue || Cares about combating opposing ethics above all else. |- | isolationist || Cares about maintaining their isolation from other empires above all else. |- | federation builder || Cares about bringing different species together in a federation above all else. |- | propagator || Cares about the propagation of its species above all else. |- | purifier || Cares about purifying the galaxy of other species above all else. |- | explorer || Cares about exploring the galaxy and making scientific or spiritual discoveries above all else. |- |} === Behaviours === Behaviours determine the type of actions that an AI empire may take against other empires. These are set either to yes or no only; there is no current way to weight the AI's emphasis on certain aspects of their interactions. Currently, it is unknown what behaviour the AI will assume for each type of action if it remains unset. These behaviours are listed in the table below: {| class="wikitable sortable" |- ! Behaviour name !! Description |- | conqueror || Will they conquer planets from other empires? |- | subjugator || Will they vassalise other empires? |- | liberator || Will they liberate conquered empires? |- | opportunist || Are they more likely to attack someone already embroiled in war? |- | uplifter || Will they uplift and enlighten other species? |- | infiltrator || Will they infiltrate primitives? |- | dominator || Will they invade primitives? |- | slaver || Will they enslave pops? |- | purger || Will they purge alien pops? |- | robot_exploiter || Will they use robots for menial labor? |- | robot_liberator || Will they give rights to robots? |- | propagator || Will they only get aggressive once boxed in? |- | multispecies || Will they give rights to aliens? |- | crisis_leader || Will they fight the crisis and invite others to do so (Fallen Empires special behviour. Emperor/Custodian will behave the same way regardless of this flag.) |- | crisis_fighter || Will they consider fighting the crisis? (If 'no' they will only care about themselves.) |- | holy_planets || special for spiritualist FE |- | isolationist || always keep borders closed |- | demands_clear_borders || used by xenophobe FE , AI will hate anyone who link up with their territory. |- | enigmatic || used by machine fallen empires.you never know what is this AI thinking,for example : our relationship. |- | custodian || special for awakened machine fallen empires, prevents colonization & locks attitude |- | berserker || used by awakened berserk machine fallen empires, prevents colonization & locks attitude |- | limited || prevents certain AI behaviours . I don't know what behaviours limited , anyone can decode the AI files ? |- | migrator || (NOT FOUND in 3.x , maybe not working)Will they want to migrate to other empires? |- |} Example: behaviour = { conqueror = no subjugator = no liberator = no opportunist = yes slaver = no uplifter = no purger = no dominator = no infiltrator = no robot_exploiter = yes robot_liberator = no migrator = no } === Modifiers: === Modifiers affect specific aspects of interactions that an AI empire may take against other empires. Unlike behaviours, these are numeric and allow for fine-tuning of the AI personality. All modifier values are assumed to be floating-point numbers. These modifiers are listed in the table below: {| class="wikitable sortable" |- ! Modifier name !! Description |- | aggressiveness || Chance of declaring wars. Multiplier; set this to 1.0 for default AI behaviour. Values between 0 and 1 will result in a less aggressive AI. Values greater than 1 will result in a more aggressive AI. Must be greater than or equal to zero. |- | trade_willingness || Willingness to pursue trade. At 0.0, trade will not be considered; at 1.0, trades will attempt to achieve a total value which is approximately equal for both sides. Greater values will weight the trade towards the other party. Must be greater than or equal to zero. |- | bravery || Affects the chance that they will pick rivals and war targets of similar strength, instead of picking on the weak. Values between 0 and 1 will result in an AI which prefers to target weakened enemies. Values greater than 1 will result in an AI that may declare war against an equal or stronger enemy. Must be greater than or equal to zero. |- | military_spending || Affects mineral and energy budget that goes to navies and armies. Values between 0 and 1 will result in an AI which spends less than normal on its military. Values greater than 1 will result in an AI that spends more than normal on its military. Must be greater than or equal to zero. |- | colony_spending || Affects mineral and energy budget that goes to new colonies. Values between 0 and 1 will result in an AI which spends less than normal on colonising new worlds. Values greater than 1 will result in an AI that spends more than normal on colonising new worlds. Must be greater than or equal to zero. |- | threat_modifier || Affects the severity of opinion modifiers generated by wars near an AI nation, or against the AI nation. Values between 0 and 1 will result in an AI that doesn't care too much about threat. Values higher than 1 will cause threat to be generated faster than normal. |- | threat_others_modifier || Afffects how much threat is generated for other empires when this empire is conquered. |- | friction_modifier || Affects the severity of opinion modifiers generated by colonies or frontier outposts near an AI nation's borders. Values between 0 and 1 will result in an AI that cares less about contested borders and territorial pressure. Values higher than 1 will result in an AI that cares more about contested borders and territorial pressure. |- | claims_modifier || Affects opinion penalty from claims |- | federation_acceptance || Affects the likelihood of an AI accepting federation offers from other nations. Value is additive to the base reluctance values. |- | nap_acceptance || Added directly to chance of accepting to form a non-aggression pact |- | commercial_pact_acceptance || Added directly to chance of accepting to form a commercial pact |- | research_agreement_acceptance || Added directly to chance of accepting to form a research agreement |- | migration_pact_acceptance || Added directly to chance of accepting to form a migration pact |- | defensive_pact_acceptance || Added directly to chance of accepting to form a defensive pact |- | alliance_acceptance || (NOT FOUND in 3.X ,maybe been replace by other things)Affects the likelihood of an AI accepting alliance offers from other nations. Value is additive to the base reluctance values. |- |} Example: aggressiveness = 0.5 trade_willingness = 0.5 bravery = 0.75 military_spending = 1.2 colony_spending = 1.0 alliance_acceptance = -50 federation_acceptance = -50 threat_modifier = 0.75 friction_modifier = 2.0 === Requirements and weighting === Personality types for randomly-generated AI nations can be restricted by adding additional conditions. Standard [[conditions|conditions]] may be inserted to restrict personalities from being attached to certain empire types, or to weight personalities more heavily on others. To allow a personality to be attached, every condition in the field 'allow' must evaluate to true. Example: allow = { NOT { is_country_type = fallen_empire } ## Does not permit this personality to be attached to a fallen empire. NOT { has_ethic = ethic_pacifist } ## Does not permit this personality to be attached to a pacifist empire. } Weighting is described in a similar manner. The field 'weight_modifier' must contain a numeric weight value greater than zero, and a list of weight modifiers containing a modifying factor and a list of conditions which must all evaluate to true for the modifying factor to apply. Example: weight_modifier = { weight = 10 modifier = { factor = -2 NOT = { has_ethic = "ethic_pacifist" has_ethic = "ethic_fanatic_pacifist" } } } === Examples === Below are examples of complete AI personalities taken from the base game files, with comments to illustrate the effects that each line has. ==== Honorbound warriors ==== <pre> honorbound_warriors = { aggressiveness = 1.75 trade_willingness = 0.7 bravery = 1.5 combat_bravery = 2.0 # rarely ever retreat in battle military_spending = 1.2 colony_spending = 0.9 federation_acceptance = -10 nap_acceptance = -50 defensive_pact_acceptance = 20 migration_pact_acceptance = 0 advanced_start_chance = 75 weapon_preferences = weapon_type_strike_craft armor_ratio = 0.4 shields_ratio = 0.4 hull_ratio = 0.2 threat_modifier = 0.75 threat_others_modifier = 0.5 friction_modifier = 1.0 claims_modifier = 2.0 behaviour = { conqueror = yes subjugator = yes liberator = no opportunist = no slaver = no caste_system = no uplifter = no purger = no displacer = no infiltrator = no dominator = yes robot_exploiter = no robot_liberator = no propagator = no multispecies = yes crisis_fighter = yes } allow = { is_country_type = default OR = { AND = { has_ethic = "ethic_fanatic_militarist" OR = { has_ethic = "ethic_spiritualist" has_ethic = "ethic_egalitarian" has_ethic = "ethic_xenophile" } } AND = { has_ethic = "ethic_fanatic_xenophile" has_ethic = "ethic_militarist" } } } weight_modifier = { weight = 50 } } </pre>
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