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  #11  
Old July 11th, 2005, 11:04 AM
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Default Re: Aliance encouraging mod

Ah!

A most excellent idea. Did you set that in the characteristics, or the cultures?
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  #12  
Old July 11th, 2005, 11:40 AM
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Default Re: Aliance encouraging mod

I did it in the characteristics, it would have been easier to do in the cultures, I suppose, but I didn't think about it. besides this way you can still use a culure of choice. Though now I wonder if I could have made a racial trait. Oh well it's already done. only thing is everyone has "god-like" political savvy so you can't see who actualy has a boost.

Has anyone actualy figured out what each and every line in all the AI files does? Some are a bit confusing as to their effect. Has anyone made a list? The ones I am trying to figure out right now are in the "settings" and "general" files.
Specificaly if IIRC:
"planets to consider for anger" enemy and allied
My best guess is either some of your colonies make them angry, or they attack some of you colonies when they get angry.
actualy thats the only one I can think of off the top of my head. I'll look tonight, if anyone thinks they might be able to help me figue out more let me know and I'll ask about the others tommorrow.
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Old July 11th, 2005, 12:32 PM
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Default Re: Aliance encouraging mod

Basically, they'll get mad if they see colonies of that type (in their claimed systems only, I think)

The Eee don't get mad over allies colonizing "thier" space, which makes them one of the friendly races... AIs claim the systems all around their colonies, so border edges tend to cause friction.
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  #14  
Old July 11th, 2005, 01:05 PM
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Default Re: Aliance encouraging mod

OK, so I have that set to low now I guess. I wanted them to get less angry over allies and more angry over enemies. To get them to break treaties from time to time, I'm trying to make them angry if you ask them to do things too often, or refuse their proposals.

Do you know of any way to get the AI to initiate trades with other races, aside from just the treaty stuff?
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