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How does the AI make diplomatic decisions?

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How does the AI make diplomatic decisions?

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AIs in the Balance Mod respond to other players politically based on two factors – one is anger and the other is fear. The AI’s category (Peaceful, Neutral, Aggressive, Xenophobic) also comes into play as a modifier for the AI’s anger and fear values. The AI’s anger level is generated primarily by events that affect the AI Empire negatively, such as combat or sabotage. Each event has an anger level and severity, which are stored in the AI’s memory. More serious events can contribute to the AI’s anger level for many tuns. Other contributors to anger include political status (treaty, no treaty, war) and sometimes from enemy ships or planets that are nearby. The AI’s fear level is based on the score difference between the AI and another player. If the AI is stronger, the fear value is positive and indicates confidence. If negative, fear indicates true fear against that player. Anger and fear together are used to determine diplomatic responses, such as accepting a treaty, responding to a d

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