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Montezuma and Tokugawa seem to be very prone to waging war on me, just as Gandhi is always very friendly, so I guess it's safe to assume that the leaders have different personalities. My question is:

  • Does each leader have a pre-made AI personality script based on its historical counterpart? (for example, Gandhi being a pacifist)
  • If not: Does the AI play to the leader's traits? (for example, choosing to be on the offensive with Montezuma because of the Aggressive trait)
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    I don't know the answer to the second one (whether leaders play to their traits all the time), but the first one is a resounding YES. You'll find yourself warring a LOT more with Alexander the great and Montezuma than you will Gandhi. Commented Jun 28, 2011 at 21:22
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    I read somewhere that the leaders in Alpha Centauri (also made by Sid Meier) had a scale from 1 to 10 of importance of three particular aspects: aggressiveness, economy, technology. I suppose Civilization 4 works roughly the same.
    – Neil
    Commented Jun 29, 2011 at 13:46

2 Answers 2

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They have a pre-made AI personality script, that gives them their unique behaviour. To give an example, Catherine is the only leader that might declare war on you even if you have the best (Friendly) relationship, other leaders will never do this. She is the backstabber.

Of course this behaviour will also match their traits more or less, so Montezuma, Shaka or Napoleon are more likely to go into war (actually you will see them fighting most of the time), while Hatshepshut, Gandhi or even Mansa Musa will attack you quite rarely.

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You can find and edit those personalities in a file

If you go to your Civilization game folder, then to Assets -> XML -> Civilizations you will find the File CIV4LeaderHeadinfos.xml which includes the personality values of all the leaders. For Beyond the Sword or Warlords, you need to go to their corresponding folders first and then in there to Assets etc.

XML File of the Leaders

In this XML-File many different variables for the leaders are defined, one are their flavors, which indicate what aspects of the game they are likely to prefer. You as a player see those flavors as suggestions when deciding what to build in a city. As an example here are the flavor values of Napoleon, who likes Miltary and Gold, the former more than the latter.

<Flavors>
    <Flavor>
        <FlavorType>FLAVOR_MILITARY</FlavorType>
        <iFlavor>5</iFlavor>
    </Flavor>
    <Flavor>
        <FlavorType>FLAVOR_GOLD</FlavorType>
        <iFlavor>2</iFlavor>
    </Flavor>
</Flavors>

If you want you could even edit these values, to change those leader's personalities. I would however advise against editing them directly here, as that would permanently alter your game's base files. Instead you can make a copy of this file, put it into a mod folder, with the same folder structure and then load that mod.

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