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How to know an AI's attitude towards other forces (including other countries and polis) through the diplomatic interface in Civilization 5?

I haven't played. You ask for help. I can't help you search some knowledge. I don't understand. It might be useful to you. Civilization v no longer shows the specific diplomatic influence value. Players' behaviors have a hidden influence on diplomatic relations. After this month's test, I found out most of AI's diplomatic principles and shared them as follows:

The first principle of AI diplomacy: the supremacy of territory and the settlement of sovereignty disputes by war.

Computers regard territory as the highest, and all ten plots near the capital and border cities will be regarded as their own "hidden" territory (players will have a negative diplomatic influence on computers-1~2, which is not a big problem at first ... at first), and the direction with the most resources is its "semi-hidden" territory (as soon as players build cities, computers will protest to you and cause diplomacy). Don't be fooled by the smiling face and kind words of the computer. ...

As long as there is a territorial dispute with the computer (it is close to the computer-1~3, the border city between the two sides is -2, or the computer tells you that it has expanded to its land, and so on. -3 promises not to explore /-5 strongly responds to computers and previous accumulation ...), war is absolutely inevitable. Your reaction to the computer protest does not affect the preparation process of the computer. The time of war only depends on whether you passively wait for the computer to be ready for the army to hit you, or pre-empt when the computer is unstable.

The same is true between computers, so computers always declare war on each other, and finally only one continent is satisfied. In short, as long as they are on the same continent as computers, even if they are separated from each other from the beginning, with the continuous expansion of civilization, they can only solve the problem by war in the end. Maintaining military superiority can delay the outbreak of war, and computers will weigh it ("weighing" means that if the army is not as strong as you and no one responds, computers will live in peace with you; Several computers are weaker than you, but they all tend to hit you. If they are better than you in total military data, they will jointly declare war.

Therefore, this generation of civilization is called "Savage Five", and many players have never been exposed to the industrial age ... rooted here. When you are the strongest, all the computers in the same continent will announce you together (so the farming faction must have an island map, and Pangea will find its own cigarettes ...)

The second principle of AI diplomacy: don't suffer from widowhood, suffer from inequality.

The computer can't see which is dominant, which is territory, science and technology, the number of miracles, population and so on. It is envy that they will unite against the civilization with the first comprehensive strength (for example, players will find that the resources that everyone bid for 300 can only be sold to more than 200 later, and each family will lower the price; The computer keeps asking you to sign cooperative research treaties and so on. Unless the player can maintain the absolute advantage of the super overlord, it will still be a big country in the first echelon. Especially if the player's opening speed expands, the territory will be in the top few, and even have more than three pre-medieval cities (including occupied cities; Conquering the polis will immediately have a serious diplomatic negative impact on all computers connected to you-5), and computers will collectively "secretly" be hostile to you. The concrete manifestation is that the computer hostile to you will take the initiative to point out that the treaty with you is over.

If players conquer civilization and there are too many gangs, then congratulations. Computer ai judges that you want to dominate the victory. Even a good man like Gandhi, for the sake of cultural victory and space victory, will declare war on you after the Middle Ages and attack your capital with a nuclear bomb, and will also participate in the siege of you in the classical era. ...

The third principle of AI diplomacy: curb the opponents that can be contained and harm others.

A digression that has nothing to do with diplomacy: all strategic resources are computer-visible, regardless of related technologies. Computers often frantically build city walls near your capital and occupy strategic resources ... Nothing else, play ... Players often find that computers will sign cooperation treaties with you (not secret agreements with third parties) because computers find that their military strength is worse than yours and they are close to you (neighbors or across another civilization). So the computer will make you sign a cooperation treaty, paralyzing the vigilance of the players. It will cooperate with you in business, engage in cooperative research, open borders, bully others, and declare war on you when it is "appropriate". If you declare war on a computer that has signed a cooperation treaty, it will have a negative diplomatic impact on all other computers that have diplomatic relations-1 (remember to cancel the contract before declaring war).

Players will also find that if you sign a cooperation treaty with computer A, computer b\c will definitely come to you to sign a third-party secret agreement against computer A, so as to contain you and provoke diplomatic relations between you and the other party (computer A) (you can know what the computer is doing by looking at everyone's position on the map: the third country targeted is generally closer to the player). The secret agreement of the third party is a joke, and the third country will know it as soon as it signs it (computer privilege, no prompt for players). The diplomatic relations between the two countries that signed the agreement and the third country will drop by -2, so it will be easier to declare war. So, some players who like to mess with computers pay attention, and you are also annoyed by computers. This is also the second fundamental reason why computers constantly declare war on each other. After all, players can't cancel the third-party agreement unless the computer cancels it voluntarily. Once signed by a family, the accumulated negative effects will only last forever (-20) ... peace treaties are used to prepare for war. ...

Summary: Is this generation of civilized AI a bit brain-dead? Except for the simplest difficulty, the diplomatic positive influence points of each difficulty will automatically recover (one month's summary, civilian difficulty/standard speed: 20 rounds plus 1 point, and this item will not accumulate when the total foreign relations point is 0 or above), and it will never catch up with the negative influence points ... and it will never die ... Want to make peace from bc4000 to ac2040? Yes, on the island map, it dominates an island, far away from the "civilized world", and is still far ahead militarily ... In addition, the military influence is very realistic. Many times, it is found that my "disarmed" civilization was encircled by other military powers just after signing a peace treaty. ...

Two special diplomatic countries:

(1) hostility

Hostile computers: they don't take the initiative to do business with you, and their bids are very low. The military is completely aimed at your development. When the forces are dominant, they will jointly declare war on you as long as other civilizations encourage them.

Isn't it confusing that the computer is hostile to you "inexplicably" soon after it started?

Facts have proved that the following situations will encourage the hostility of computers:

Computers are warlike civilizations (most obviously in Greece ...), with high probability;

Computer is an exploratory and expansive civilization, but you have too many behaviors (most obvious in Britain ...) to visit the polis for the first time and build scouts, and the probability is moderate;

Computers are a cultural civilization, so you have a low probability of building a monument and Stonehenge (Egypt …) first.

The world miracle that computers are creating is completed by you first (Egypt, Arabia, India ...), with high probability;

You collect the wonders of the world crazily, all computers judge that you pursue cultural victory, and the collective is secretly hostile to you, which is certain (I open three cities quickly+negative tattoo hammer+marble+traditional policy to pursue all the wonders ...).

Computers are your neighbors (even if they don't show hostility, they are actually hostile, and computer neighbors coming in the dark are more dangerous), which is also certain.

If you occupy too many cities of other civilizations, occupy more than three cities, or conquer more than 1, one or more computers will definitely be hostile to you (refer to the three principles).

(2) Fear

Computers in a state of fear: expand your army desperately. As long as you ask for a modest tribute (no more than three-quarters of the total computer property, and at the same time you can't ask for a variety, ask for money and don't want luxury goods), you will agree (premise: remember that you want an army that exceeds the military strength of all computers in its borders), and you are welcome to sign a cooperation treaty with him (this is a promise to save its life, laugh).

Facts have proved that the following situations will fuel the fear of computers:

Computer military strength is less than one-third of yours, and it is a neighbor (Persia is the most obvious, Iroquois ...), and the probability is low;

The computer has just signed a peace treaty with your war. Players have actively invaded and won a great victory. They have never occupied the computer capital. After the war, military forces "can erase computer civilization from this planet" (Osman, a hooligan, is becoming more and more honest ...), and the probability is moderate.