Personality implementation (#11729)

* Add Personalities.json

* Personality tags

* Askia, Attila, Augustus Personalities

* Bismark & Boudica

* Added parsed personalities

* Linked Personalities to their nation

* Tweaked some personalities

* Added the declareWar Personality

* Fixed some misnaming

---------

Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
This commit is contained in:
Oskar Niesen
2024-06-15 14:02:51 -05:00
committed by GitHub
parent 255e6c7fc9
commit 2b8c965d6b
6 changed files with 1382 additions and 17 deletions

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@ -105,15 +105,14 @@ This file contains all Personalities for computer players.
Each personality has the following structure:
| Attribute | Type | Default | Notes |
|----------------------------------------------------------------------------------------------------------------------------|--------|----------|-------------------------------------------------------------------------------------------------------------------------------------------------|
| name | String | Required | |
| preferredVictoryType | String | Neutral | The victory type major civilizations will pursue (need not be specified in [VictoryTypes.json](5-Miscellaneous-JSON-files.md#victorytypesjson)) |
| [`<stats>`](3-Map-related-JSON-files.md#general-stat), [`<behaviors>`](3-Map-related-JSON-files.md#personality-behaviours) | Float | 5 | Amount of focus on the stat the computer player will have. Typically ranges from 0 (no focus) to 10 (double focus) |
| priorities | Object | none | Priorities for each policy branch [^B] |
| uniques | List | empty | List of [unique abilities](../../uniques) this personality has |
| civilopediaText | List | empty | See [civilopediaText chapter](5-Miscellaneous-JSON-files.md#civilopedia-text) |
| warMongering | Float | 5 | Amount of focus on declaring war the computer player will have. Typically ranges from 0 (no focus) to 10 (double focus) |
| Attribute | Type | Default | Notes |
|-------------------------------------------------------------------------------------------------------------------------------------|--------|----------|-------------------------------------------------------------------------------------------------------------------------------------------------|
| name | String | Required | |
| preferredVictoryType | String | Neutral | The victory type major civilizations will pursue (need not be specified in [VictoryTypes.json](5-Miscellaneous-JSON-files.md#victorytypesjson)) |
| [`<stats>`](3-Map-related-JSON-files.md#general-stat), [`<behaviors>`](2-Civilization-related-JSON-files.md#personality-behaviours) | Float | 5 | Amount of focus on the stat the computer player will have. Typically ranges from 0 (no focus) to 10 (double focus) |
| priorities | Object | none | Priorities for each policy branch [^B] |
| uniques | List | empty | List of [unique abilities](../../uniques) this personality has |
| civilopediaText | List | empty | See [civilopediaText chapter](5-Miscellaneous-JSON-files.md#civilopedia-text) |
[^B]: Similar to [policy priorites](#branch-priorities) The "priorities" object defines the priority
major civilizations' AI give to a policy branch. The AI chooses the policy branch with the highest
@ -141,17 +140,19 @@ are ready might make the mod unplayable.
value means they will behave more like the attribute.)
[//]: # (- Military: Determines how much does the civilization prioritizes building a military, but not necessarily using it. A higher value means more focus on military, a lower value means it is likely more peaceful.)
# (- Military: Determines how much does the civilization prioritizes building a military, but not necessarily using it. A higher value means more focus on military, a lower value means it is likely more peaceful.)
[//]: # (- Agressive: Determines how likely the civilization is to declare war. A higher value means the civilization is more aggressive, a lower value means it is more defensive.)
# (- Agressive: Determines how the civilization uses it's units while at war and which buildings they prioritise. A higher value means the civilization is more aggressive, a lower value means it is more defensive.)
[//]: # (- Commerce: Determines how open the civilization is to trade, value open borders, and liberate city-states. A higher value means more trading frequency even with civilizations they don't like.)
# (- War: Determines how likely the civilization is to declare war. A 0 means the civ won't declare war at all)
[//]: # (- Diplomacy: Determines how likely the civilization is to declare friendship, a defensive pact, peace treaty, or other diplomatic actions.)
# (- Commerce: Determines how open the civilization is to trade, value open borders, and liberate city-states. A higher value means more trading frequency even with civilizations they don't like.)
[//]: # (- Loyal: Determines how much the civilization values a long-lasting alliance, how willing they are to join wars with them, and how much they despise other unreliable civilizations.)
# (- Diplomacy: Determines how likely the civilization is to declare friendship, a defensive pact, peace treaty, or other diplomatic actions.)
[//]: # (- Expansion: Determines how focused the civilization is on founding or capturing new cities. A lower value means they might focus on culture more.)
# (- Loyal: Determines how much the civilization values a long-lasting alliance, how willing they are to join wars with them, and how much they despise other unreliable civilizations.)
# (- Expansion: Determines how focused the civilization is on founding or capturing new cities. A lower value means they might focus on culture more.)
## CityStateTypes.json