AI trait (Civ5)

An AI trait is an aspect of an AI leader in Civilization V that governs his or her behavior. Traits differ from one leader to another - Ramesses II, for example, has a base Competitiveness rating of 4, whereas Napoleon has a base Competitiveness rating of 8.
All of the information presented here comes from the pages cited below and the game's XML files.https://civdata.com/https://www.reddit.com/r/civ/comments/16gr41/the_big_chart_of_ai_bias_what_they_are_likely_to/
== Mechanics ==
Traits are measured on a ten-point scale, with 1 being the lowest and 10 being the highest. There is a two-point margin of variance in leader traits, meaning that AI leaders will sometimes have traits that are up to two points higher or lower than their base values - Napoleon, for example, could have a Competitiveness rating as high as 10 or as low as 6. This variance may sometimes result in leaders having traits higher than 10 or lower than 1, in which case their traits will be rounded off to the nearest possible value.
In rare cases, leaders display behavior that is inconsistent with their traits. Askia, for example, has a base Wonder Emphasis rating of 3, yet he will try to build many wonders in a typical game.
Traits for each leader can be found in the tables on the leader pages. Note that these traits are the default values, so they will not apply if "Random Personalities" is selected during game setup or a heavily modded version of the game is being played.
== Meanings of the Traits ==
*Competitiveness indicates how likely the leader is to become angry at a player who is pursuing the same victory condition.
*Wonder Competitiveness indicates how likely the leader is to become angry at a player who builds a wonder that he or she wanted to build.
*City-State Influence Competitiveness indicates how likely the leader is to become angry at a player who befriends one of his or her allies.
*Boldness indicates how likely the leader is to plan a war against a player with greater military strength and refuse to give in to trade demands.
*Diplobalance indicates how likely the leader is to propose and accept fair trades. It may also indicate how hard the leader will work to stop other players from gaining insurmountable leads.
*Hate Warmongers indicates how likely the leader is to become angry at a player for waging wars and capturing cities (or, in Brave New World, how quickly the leader will become angry at a player for doing the same). See the article on warmongering for more information.
*Willingness to Denounce indicates how likely the leader is to denounce a player who angers him or her.
*Willingness to Declare Friendship indicates how likely the leader is to make a declaration of friendship with another player.
*Loyalty indicates how likely the leader is to cooperate and honor agreements with his or her allies. It may also indicate how likely to leader is to renew declarations of friendship.
*Neediness indicates how likely the leader is to ask his or her allies for or luxury resources, giving them a chance to earn a diplomacy bonus.
*Forgiveness indicates how likely the leader is to forget about a past offense, erasing the associated diplomacy penalty.
*Chattiness indicates how likely the leader is to taunt enemies and warn them of imminent attacks.
*Meanness indicates how likely the leader is to join a war against a player on whom other players have declared war. It may also indicate how likely the leader is to engage in cooperative wars with his or her allies.
*Offensive Unit Production indicates how strongly the leader focuses on producing units to attack with.
*Defensive Unit Production indicates how strongly the leader focuses on producing units to defend with.
*Defensive Building Production indicates how strongly the leader focuses on producing Walls, Castles, Arsenals, and Military Bases in his or her cities.
*Military Training Buildings Production indicates how strongly the leader focuses on producing Barracks, Armories, and Military Academies in his or her cities.
*Recon Unit Production indicates how strongly the leader focuses on producing Scouts to explore the map.
*Ranged Unit Production indicates how strongly the leader focuses on producing ranged units for his or her army.
*Mobile Unit Production indicates how strongly the leader focuses on producing mounted and armored units for his or her army.
*Naval Unit Production indicates how strongly the leader focuses on producing naval units to attack and defend with.
*Naval Recon Unit Production indicates how strongly the leader focuses on producing naval units to explore the map.
*Air Unit Production indicates how strongly the leader focuses on producing air units to attack and defend with.
*Naval Growth indicates how strongly the leader focuses on increasing the of his or her coastal cities.
*Naval Tile Improvements indicates how strongly the leader focuses on improving water tiles in his or her territory.
*Water Connections indicates how strongly the leader focuses on producing Harbors in his or her coastal cities.
*Expansion indicates how strongly the leader focuses on founding new cities.
*Growth indicates how strongly the leader focuses on increasing the of his or her cities.
*Tile Improvements indicates how strongly the leader focuses on improving land tiles in his or her territory.
*Infrastructure (Roads) indicates how strongly the leader focuses on connecting his or her cities with roads and railroads.
*Production Emphasis indicates how strongly the leader focuses on increasing the output of his or her cities.
*Gold Emphasis indicates how strongly the leader focuses on increasing the output of his or her cities.
*Science Emphasis indicates how strongly the leader focuses on increasing the output of his or her cities.
*Culture Emphasis indicates how strongly the leader focuses on increasing the output (and, in Brave New World, the output) of his or her cities.
*Happiness Emphasis indicates how strongly the leader focuses on increasing the overall of his or her empire.
*Great People Emphasis indicates how strongly the leader focuses on increasing Great People generation in his or her cities.
*Wonder Emphasis indicates how strongly the leader focuses on building wonders.
*Religion Emphasis indicates how strongly the leader focuses on increasing the output of his or her cities and spreading his or her empire's religion. This value is added in Gods & Kings.
*Diplomacy Victory indicates how likely the leader is to pursue a diplomatic victory.
*Spaceship Victory indicates how strongly the leader focuses on completing the Apollo Program and producing spaceship parts.
*Nuke Production indicates how strongly the leader focuses on completing the Manhattan Project and producing nuclear weapons.
*Use of Nukes indicates how likely the leader is to use nuclear weapons.
*Use of Espionage indicates how strongly the leader focuses on producing Constabularies and Police Stations in his or her cities and using spies. This value is added in Gods & Kings.
*Anti-Air Production indicates how strongly the leader focuses on producing units that can intercept enemy air units.
*Air Carrier Production indicates how strongly the leader focuses on producing Carriers.
*Land Trade Route Emphasis indicates how strongly the leader focuses on producing Caravans. This value is added in Brave New World.
*Sea Trade Route Emphasis indicates how strongly the leader focuses on producing Cargo Ships. This value is added in Brave New World.
*Archaeology Emphasis indicates how strongly the leader focuses on producing Archaeologists. This value is added in Brave New World.
*Trade Origin Emphasis indicates how much attention the leader pays to developing cities from which his or her trade routes run. This value is added in Brave New World.
*Trade Destination Emphasis indicates how much attention the leader pays to maximizing and gain from trade routes with other players. This value is added in Brave New World.
*Airlift Emphasis indicates how likely the leader is to airlift units between cities. This value is added in Brave New World.
*Likeliness to Declare War indicates how likely the leader is to declare war on a player whom he or she perceives as weak.
*Likeliness to be Hostile indicates how likely the leader is to be hostile toward another player.
*Likeliness to be Deceptive indicates how likely the leader is to appear friendly toward another player while hiding his or her actual attitude. Even a deceptive leader with a high Loyalty rating may denounce or declare war on allies toward whom he or she is not actually friendly.
*Likeliness to be Guarded indicates how likely the leader is to be guarded toward another player.
*Likeliness to be Afraid indicates how likely the leader is to be afraid of a player with superior military strength, victory progress, or nuclear weapons. This value is added in Gods & Kings.
*Likeliness to be Friendly indicates how likely the leader is to be friendly toward another player.
*Likeliness to be Neutral indicates how likely the leader is to be neutral toward another player.
*Ignore City-States indicates how likely the leader is to ignore nearby city-states.
*Friendliness to City-States indicates how likely the leader is to befriend nearby city-states.
*Protection of City-States indicates how likely the leader is to pledge his or her protection to nearby city-states.
*Conquest of City-States indicates how likely the leader is to attack nearby city-states.
*Bullying of City-States indicates how likely the leader is to demand tribute from nearby city-states. This value is added in Gods & Kings.
== References ==
== See also ==
* AI trait in other games
Category:Game concepts (Civ5)
Category:AI