I can say yes in specific circumstances. The actual pro-ideology or anti-ideology and associated social value itself does not directly influence specific behaviors beyond social model selection and reactions towards running a social model in the same catergory as his or her prefered model. The limitations on this involve the fact that the actual values from specific social areas influence behavior. For example, the fact that the Spartans prefer MORALE does not specifically influence the behavior of this faction. However, the increase in inclinations to run social models that increase the MORALE score of this faction can influence behavior. This further means, for example, that the Morale bonuses from +4 MORALE that the Spartans receive from running Power (the prefered social model of this faction) does affect AI behavior because the Morale level of the units in a faction influences the AI decision making process for a variety of decisions that include a request to stop a vendetta against an ally or to betray an ally. In short, the direct decision to select a certain social model or social area does not have an effect on the AI decision making process. The decisions that stem from this increase in tendencies for certain social areas does influence AI behavior.
Yes. The most prominent examples I can think of right now appear with MORALE modifiers, SUPPORT modifiers, and ECONOMY modifiers (especially postive).I can say yes in specific circumstances. The actual pro-ideology or anti-ideology and associated social value itself does not directly influence specific behaviors beyond social model selection and reactions towards running a social model in the same catergory as his or her prefered model. The limitations on this involve the fact that the actual values from specific social areas influence behavior. For example, the fact that the Spartans prefer MORALE does not specifically influence the behavior of this faction. However, the increase in inclinations to run social models that increase the MORALE score of this faction can influence behavior. This further means, for example, that the Morale bonuses from +4 MORALE that the Spartans receive from running Power (the prefered social model of this faction) does affect AI behavior because the Morale level of the units in a faction influences the AI decision making process for a variety of decisions that include a request to stop a vendetta against an ally or to betray an ally. In short, the direct decision to select a certain social model or social area does not have an effect on the AI decision making process. The decisions that stem from this increase in tendencies for certain social areas does influence AI behavior.
Interesting; so its the overall social modifier compositions that result from the social policies that result in specific behaviours? Like if the policy choices they made results in 4+ morale and some support/industry bonuses but a lack of research perhaps they are more likely to be aggressive? Or if they have lacking morale and have more commerce related stuff they'll be more amicable towards trade?
How would one then aim to create specific personalities and patterns by this method? I am intensely interested in this in creating unique AI without extensive exe coding.
The first faction would depend upon the final purpose of the faction. The Economic faction would likely focus on wealth accumulation (i.e. Morgan) with the INTEREST, COMMERCE, ECONOMY, HURRY, and ENERGY bonuses. This faction could have a BUILD focus and a Fight value of 0 or -1 depending upon the aggressiveness of money spending (e.g. reduced hurry unit production costs, Mindcontrol, or loan accumulations). The Research focused faction would employ RESEARCH, Number (# of free labs per base each turn), SOCIAL Research, TECHCOST , TECH, and SHARETECH. This could allow the faction to have DISCOVER and Fight value of 0 (i.e. University). The best combination involves ECONOMY, RESEARCH #, SHARETECH, and INTEREST. This essentially combines the best of both without additional overconsumption in other areas.
The second faction I would likely make with CONQUER, DISCOVER for high technology, and a FIGHT value of 1. I would likely make the AI employ the Hive file name because they do not surrender or accept pacts as easily as other factions. I would give the faction postive INDUSTRY, SUPPORT, and/or MORALE modifiers for the additional unit production and better units.
The third faction I would definitely want postive GROWTH, TALENT, and EFFICIENCY modifiers with a EXPLORE mandate on and a Fight mandate of -1. I would think the Believer faction file name might work best because it makes the AI produce additional colony pods. The rest depends upon the other qualities of the faction.
The PSI faction bonus would make the AI produce more Alien Lifeforms than average (unlike PLANET Bonuses alone). The Alien Offense and Fanatic bonuses play a minimal role in the actual aggressiveness of a faction. The most prominent factors that I currently recognize in AI aggressiveness involves the Faction FIGHT level, Difficulty level of the game, and the past actions of a faction against each other. I also know that at the beginning of each new scenario, or map, that the game randomizes certain values that include the supposed "combat encounters" (I remain uncertain except that it increases by 1 for each combat encounter between two factions) between factions, the "wrongs" against each faction, and various other features that increase with Difficulty level. The maximum aggressiveness involves two factions that have "Fight to the death" on, have a FIGHT value of 1, the "intense rivalry" rule on, and transcend difficulty.