About: AI to Player Diplomacy   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : dbkwik.org associated with source dataset(s)

AI to Player Diplomacy covers all interactions started by the AI player towards the human player. After the Next Turn button was pressed, all AI players cast spells, then move their troops according to the turn order. Whether they can attack another player, or cast a hostile spell is controlled by the Hostility variable. After all AI players finished their turns, the AI players might show up in the mirror and talk to the human player. This might be a Diplomatic Reaction's message part, or a proposal for a trade or treaty. After all AI players used or passed their chance to talk, end of turn adjustments of temporal diplomatic variables happen, and other turn based diplomacy effects, like natural relations gravitation happens, finally the turn ends and the human player's new turn starts. In

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  • AI to Player Diplomacy
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  • AI to Player Diplomacy covers all interactions started by the AI player towards the human player. After the Next Turn button was pressed, all AI players cast spells, then move their troops according to the turn order. Whether they can attack another player, or cast a hostile spell is controlled by the Hostility variable. After all AI players finished their turns, the AI players might show up in the mirror and talk to the human player. This might be a Diplomatic Reaction's message part, or a proposal for a trade or treaty. After all AI players used or passed their chance to talk, end of turn adjustments of temporal diplomatic variables happen, and other turn based diplomacy effects, like natural relations gravitation happens, finally the turn ends and the human player's new turn starts. In
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abstract
  • AI to Player Diplomacy covers all interactions started by the AI player towards the human player. After the Next Turn button was pressed, all AI players cast spells, then move their troops according to the turn order. Whether they can attack another player, or cast a hostile spell is controlled by the Hostility variable. After all AI players finished their turns, the AI players might show up in the mirror and talk to the human player. This might be a Diplomatic Reaction's message part, or a proposal for a trade or treaty. After all AI players used or passed their chance to talk, end of turn adjustments of temporal diplomatic variables happen, and other turn based diplomacy effects, like natural relations gravitation happens, finally the turn ends and the human player's new turn starts. In the 1.50 unofficial patch, the AI players get to cast spells and move troops on an individual basis, so the first AI player casts spells, and moves troops, then the second, etc. In 1.40 and earlier, the AI players all took their turns simultaneously in a sense : First they all finished their spellcasting and issued orders to troops, then all troops moved in the order of their owner's turn order, by executing previously assigned orders, disregarding any change on the overland map cause by troops moving prior to them. As such, if two AI players decided to attack the human player's city, and the first one was successful, the second still proceeded with the attack, risking a war with an unintended other AI player. In the 1.40 patch, the AI is able to retract the move upon execution if there is a Wizard's Pact or Alliance with the target in place, however, it is not able to do so in case of a Peace Treaty or it being a target with no treaty status at all. AI to Player Diplomacy is only valid towards the human player, and this process is completely skipped towards other AI players. Instead, the AI to AI Diplomacy process is executed.
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