Aggressive AI Traits 2
Adds some of the most "aggressive" traits to all civs.. for those of us who want to play Domination games or need more combat.
This also gives the non-agenda-type traits to the player.
Below is the list of traits added:
"TRAIT_LEADER_TO_WORLDS_END"
<!– ALEXANDER’s trait. Cities are never war-weary and military units are completely healed when they capture a city with a Wonder. –>
"TRAIT_LEADER_GIFTS_FOR_TLATOANI"
<!– MONTEZUMA’s trait. Improved Luxury resources provide an Amenity Amenity to 2 extra cities. Military units receive +1 Strength Combat Strength for each different improved or obtained Luxury.
(this is a great one for the AI, it encourages expansion, and improves combat strength so they aren’t easily steamrolled. it makes them want luxuries more, and spices up trading, and helps them with War weariness with extra amenities) (this is the best ‘Domination’ leader trait in the game, IMO. makes others not even necessary. –>
TRAIT_LEADER_AGGRESSIVE_MILITARY — Agenda type
<!– @STuRoK iirc ‘aggressive military’ trait specifically modifies their weights on unit production, but doesn’t actually force warfare or conflict in diplomacy. That’s why it pairs best with the aggressive agendas, but those impact the backend of the AI decision trees which I can’t really speak to. -Dude211212 –>
TRAIT_LEADER_ARTHASHASTRA
<!– INDIAN. Can declare a War of Territorial Expansion with ‘Military Training’, instead of ‘Mobilization’. Gives increased Combat Strength and Moves for all units for the next 10 turns. –>
TRAIT_LEADER_FALL_BABYLON
<!– CYRUS, persia. Increased Movement for all units for the next 10 turns after declaring a Surprise War. Surprise Wars count as Formal Wars for warmongering and war-weariness. Occupied cities have no penalties to their yields. –>
TRAIT_LEADER_CAESAR
<!– CEASAR. Gains 200 Gold Gold after conquering a city for the first time, and 100 Gold Gold after destroying a Barbarian Outpost. Both amounts become 500 Gold Gold after researching Steel. (Amount based on Standard speed.) –>
"AGENDA_MAURYA_EMPIRE" — Agenda
<!– Dislikes civilizations that have cities close to his borders, and will try to conquer them. Likes civilizations that are not his neighbors. –>
TRAIT_CIVILIZATION_AMAZON — (NOT Everyone, Just to AZTECS)
<!– Brazil’s trait added to Aztecs. gives bonuses to settling in Jungles, where the Aztecs inhabit too. (Above^ everyone else gets Monetezuma’s trait, if enabled, so evens out.) IMO every civ should get these kind of natural habitat bonuses, but only some do. Aggressive civs probably could do with a development boost) –>
<!– <Row LeaderType="LEADER_DEFAULT" TraitType="TRAIT_LEADER_EXPANSIONIST"/> –> (NOT ACTIVE)
<!– IMO not necessary. Especially if you use Montezuma’s Gift for Tlatoani, which encourages some expansion to get more luxuries, which I think is good for the game. –>
TRAIT_LEADER_ADVENTURES_ENKIDU ( NOT ACTIVE, but can be "uncommented" inside the xml.)
<!– GILGAMESH. May declare war on any civilizations at war with an ally without incurring Warmonger penalties. Sumerian and allied units share pillage rewards and combat experience when at war with a common ally and five tiles of each other. Earn Alliance Points every turn Sumeria and an Ally are at war with the same Civ. –>
( I recommend using an AI mod like "LateGame AI" to make the game more challenging all the way through.)
Thanks to Dude211212 for his original work that led to this.