This is the guide I wrote for 1.2. It's pretty much all still valid.
https://forums.galciv3.com/470523/page/1/#3583159
As for these:
- When the ai meets you he will check your ships he can see and begin to build ships to counter what you do.
- The ai will build ships with TWO weapons and TWO or THREE defenses. The choice of weapons is weighted based on race but at no time will the weights cause the ai to build ships detrimental to in vrs the player.
- I want to code in snarky >> see my many previous posts on how to get the ai to say stuff from GCII.
- I want to write more diplomacy exchanges, ones that ask the player to go to war with another ai while giving up a star base or tech.
- Id like the ai to evaluate the player both for war and for diplomacy. Does the ai need to bully the player or approach the player as an equal and ask to 'work together'?
- If the ai decides it is opposed to the player I want the ai to enlist other ai to 'gang up' on the player until the player cedes planets/ships or tech/cash to end the war.
- I want a minimum time of 20 turns before you can ask for peace once a DOW is given.
1. HAhahahahahaha no. Cannot be done with the present scripting.
2. Not really, no. You can set up the ship blueprints to use certain types of weapons, but again, you can't really influence it's build choices to counter what the enemy is using.
3. Edit the flavourtext.xml file in data\english\text.
4. Hahahahahahaa no. Cannot be done with the present scripting.
5. Hahahahahahaa no. Cannot be done with the present scripting.
6. Hahahahahahaa no. Cannot be done with the present scripting.
7. <CannotSpeakToPlayerAfterDeclaringWarDuration> in GalCiv3GlobalDefs.xml is the closest thing here, and is already 20 turns.
The scripted (i.e., moddable) bits of the AI remain horribly unaware of what's going on in the game for the most part, and the scripts themselves aren't structured in sucha way as to allow for even fairly straightforward or obvious mods, let alone adding diplomacy options.