Age of Wonders 4

Age of Wonders 4

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Diplomacy Remastered (Winning Personalities)
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Jun 15, 2023 @ 11:50pm
Mar 29 @ 2:20pm
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Diplomacy Remastered (Winning Personalities)

In 1 collection by Kaige
Kaige's Mods
46 items
Description
Changes the AI personalities so that their preferences and strategies align with winning the game, as opposed to providing flavor. Changes several mechanics that affect Empire relations to only affecting Free City relations, but at a greater rate.

In short, this mod makes it so that the AI plays like a player; the only things determining their relation to you, are where you stand in relation to them winning the game.

The AI have been split into 4 major buckets, Warlords (Conquest Victory), Diplomats (Expansion Victory), Sages (Magic Victory), & Merchants (Neutral), with some slight variation.

Name
Strategy
Warlord
Likes to take Evil actions. Easily provoked into going to war. Like to declare Rivalries, hates to declare Friendships. More likely to declare war on Free Cities. Will not sell their grievances. Draft & Gold focused economy. Prioritizes researching Siege Projects, Racial Transformations, & Units. -200 Relations with Empires that have a higher Economic score
Sage
Will not go to war without a lot of grievances. Likes to declare Friendships, hates to declare Rivalries. Knowledge & Mana focused economy. Prioritizes researching Combat Spells & Racial Transformations. +200 Relations with Empires that have a lower Research score. -200 Relations with Empires that have a higher Research score
Diplomat
Likes to take Good actions. Focuses on vassalizing Free Cities. Food & Production focused economy. Prioritizes researching City Structures & Strategic spells. +200 Relations with Empires that have a lower Expansion score. -200 Relations with Empires that have a higher Expansion score
Extermination
Favors capturing resources using large armies rather than building them themselves and will raze other Rulers' cities that they have occupied
Exploitation
Favors exploiting all forms of resources near them and will hunt down pickups, marauders and cities with their army. Captured cities will be migrated into their own population
Exploration
Favors exploring the map, seeking out potential resources such as pickups and Ancient Wonders. Seeks to annex Ancient Wonders. Captured cities will be migrated into their own population
Expansion
Favors expanding their empire by building and absorbing cities. Focus on improving their cities and defending them
Imperial Warlord
Easily provoked into going to war. Like to declare Rivalries, hates to declare Friendships. Focuses on vassalizing Free Cities. Will not sell their grievances. Draft & Gold focused economy. Prioritizes researching Siege Projects, Unit Enchantments, & Units. -200 Relations with Empires that have a higher Economic score
Protective Warlord
Easily provoked into going to war. Like to declare Rivalries, hates to declare Friendships. More likely to declare war on Free Cities. Will not sell their grievances. Draft & Gold focused economy. Prioritizes researching Siege Projects, Unit Enchantments, & Units. -200 Relations with Empires that have a higher Economic score
Militant Sage
Likes to take Evil Actions. Will not go to war without a lot of grievances. More likely to declare war on Free Cities. Knowledge & Mana focused economy. Prioritizes researching Combat Spells & Racial Transformations. +200 Relations with Empires that have a lower Research score. -200 Relations with Empires that have a higher Research score
Fanatic Sage
Likes to take Good actions. Will not go to war without a lot of grievances. Likes to declare Friendships, hates to declare Rivalries. Focuses on vassalizing Free Cities. Knowledge & Mana focused economy. Prioritizes researching Combat Spells & Summons. +200 Relations with Empires that have a lower Research score. -200 Relations with Empires that have a higher Research score
Deceptive Sage
Likes to take Evil Actions. Will not go to war without a lot of grievances. Likes to declare Friendships, hates to declare Rivalries. Knowledge & Mana focused economy. Prioritizes researching Combat Spells & Racial Transformations. +200 Relations with Empires that have a lower Research score. -200 Relations with Empires that have a higher Research score
Reserved Diplomat
Focuses on vassalizing Free Cities. Food & Production focused economy. Prioritizes researching City Structures & Strategic spells. +200 Relations with Empires that have a lower Expansion score. -200 Relations with Empires that have a higher Expansion score

Pronouncements have been reworked to have real effects that justify the effect they have on AI relations, which also makes them meaningful in multiplayer.

Pronouncement
Old Effect
New Effect
Declaration of Friendship
+15 Relations/Turn, up to 300. -40% Grievance generation against that Ruler. +25 Relations per Treaty, up to +100. Costs 50-200 Gold & 10 Gold per turn, +10 Gold per additional Declaration
Required for many diplomatic options. +100 Relations. -40% Grievance generation against that Ruler. +25 Relations per Treaty, up to +100. Costs 20 Imperium, +1 Imperium/Turn +1 Imperium/Turn per additional Declaration
Declaration of Rivalry
-15 Relations/Turn, down to -300. +40% Grievance generation against that Ruler. +2 Rival Justification (Ignore your own Grievances when declaring war) per turn, up to 30. Costs 50-200 Gold & 10 Gold per turn, +10 Gold per additional Declaration
-200 Relations. +3 Rival Justification per turn, up to 100. Costs 20 Imperium, +1 Imperium/Turn +1 Imperium/Turn per additional Declaration
Fabricate Grievance
Costs 75-300 Gold + 25-100 Mana. +20 Grievances
Costs 20 Imperium. +20 Grievances
Denounce
Costs 50-200 Mana. Reduces relations between the target and other AI empires
Costs 10 Imperium. Reduces the target's alignment
Declaration of Supremacy
+15 Relations/Turn, up to +300. Grudges (Negative opinions from past Grievances) are removed. Costs 10-40 War Spoils & 5 War Spoils per turn + 5 War Spoils per additional declarations. Cannot be used on human players. Ends when at war
+200 Relations. +50% Grievance generation against that Ruler. Costs 40 War Spoils, +4 War Spoils/Turn +4 War Spoils/Turn per additional Declaration

Finally:
  • Alignment no longer affects relations with Empires, but always work on Free Cities (instead of not affecting Evil Free Cities) and the relations penalty for being Evil has been doubled against Free Cities.
  • The Clashing/Matching Affinities, "Just Met", and "Initial Dislike/Like" effects have all been removed.
  • The Silvertongue Fruit no longer gives bonus relations to Empires, but the relations bonus has been doubled against Free Cities.
  • Chosen Destroyers no longer affects relations with Empires, but the relations penalty has been doubled against Free Cities.
  • The "grudge" effects from expired casus belli have been removed

The AI no longer considers empires with very weak Armies to be highly threatening.

Wizard's Bonds and the "Call to War" mechanic have been removed because they ignored grievances/casus belli and thus circumvented many of the games' other diplomacy mechanics.

Like what I do? Consider supporting me at https://ko-fi.com/kaige
43 Comments
Whisk3y_Fire Apr 27 @ 10:11pm 
Has anyone else experienced end game crashing with this mod? If I light the beacons the game will crash to desktop on the following turn. Also, if I cast the final spell, the game crashes to desktop immediately. If I then disable the mod entirely, the game immediately crashes to desktop when i try to reload the save file.

I'm assuming it must be because the AI's diplomatic status changes during these periods, whether it's to declare war or alliance. I haven't seen anyone mention this in this thread so I'm curious but this is literally the only additional mod I loaded since my last play through.
ZenShin Mar 28 @ 1:11pm 
Thank you for the quick response, I totally understand both the limitation of modding tool/base -code issue, as well as the unique icon, because I also encounter the same while modding other game.

Sometimes there are great ideas but I just can't figure out a work around because is hard-coded, or coding part is all finished, but take several hours(even days) just to make a unique icon that matches.

Modding is really time consuming, thus I am really amaze how you did so well, thanks again!
Kaige  [author] Mar 28 @ 12:57pm 
@ZenShin Unfortunately the way Tome preference for leaders is coded sort of needs to be hard coded for unique leaders up front to have more interesting tome preferences than "Wants Astral". I hope they provide better tools in the future for unique tome preferences.

I may make the other 4 personalities you're talking about at some point, but I will need to either make my own art for their icons or just reuse the art for some of the personalities
ZenShin Mar 28 @ 12:41pm 
Greeting Kaige, first of all thanks for wonderful mods, majority of mod I use is made by you, it really make the game a lot better! While creating custom leaders, some ideas comes into my mind

1) Is it possible to have 2 prioritize affinity of tomes, doesn't need to be same chances, just to have little more variation. In my experience, most leader they will only focus on the prioritize tome, making their play style more predictable and easier to counter.

2) Related to the previous idea, is it possible to set a "goal tome" for custom leader?

3) I noticed there is a pattern that each major bucket (Warlord, Diplomat, Sage, Merchant) has one affinity intentionally skipped, may I request those missing personalities? So I could have my custom leader matched the lore and have unique play style.

Warlord --- Astral tome, Diplomat --- Chaos tome, Sage --- Nature tome and Merchant --- Shadow tome.

Thank you for your precious time reading this and I really appreciate your modding work.
Bait Mar 28 @ 11:47am 
Reading through the thoughts going into your mod's changes makes me wonder who looked at the base game diplomacy and went 'Yep, that's fine.'
Videogamer40000 Mar 3 @ 7:40pm 
Ah, understood. I did read that they played neutral, but the blank sections just felt out of place to me, so I thought it was an error. Thanks for the response.
Kaige  [author] Mar 3 @ 7:37pm 
@Videogamer40000 Are you just talking about their missing preferences and strategies? That's the shtick for merchants in this mod, they play completely neutrally, without any preference for one strategy.

Otherwise I just checked, and my descriptions seem to be fine.

Either way thanks for all the help catching the errors with the mods
Videogamer40000 Mar 3 @ 6:51pm 
It's likely a minor issue, as I assume everything still works mechanically, but certain personality types have some of their descriptions missing, at least for me. It mostly seemed to be merchants.
Evil incarnate Mar 2 @ 5:51pm 
Thanks for the update!
Kaige  [author] Mar 2 @ 9:23am 
@Billy O'Brian Just made a few minor updates to maintain compatibility with the new patch, I don't think there was anything major that needed changing