Makbeth
Oct 03, 2010, 12:07 PM
I'm pretty sure a lot of you have experienced this already, but the AI civs seem to have very... odd criteria for considering the player a warmonger. For instance, defending yourself from four other civs that attacked you with no obvious provocation makes you a warmonger if you capture their cities, and it's early enough in the game that those cities happen to be the only cities they have.
Basically what we have here is the equivalent of the USA's leaders being tried at Nuremburg right along with those of the Third Reich for starting WWII (yes, I know Germany didn't make the first attack on the US, but they did declare war).
So I did a little searching in the AI xml files, and in GlobalDiplomacyAIDefines.xml, it turns out that there are two criteria for being a warmonger: 1) that you attacked another civ, and 2) that you conquered another civ. I'm not sure whether "attacked" means you entered combat with them or you actually declared war, but the conquering event is weighted twice as much.
Well, yeah I conquered them. They had only one city each. I certainly wasn't going to just leave them sitting there to attack me again. After all, I didn't give them any obvious reason to attack me in the first place (turns out the proximity and expansion penalties to diplomacy are a LOT bigger than you'd think, considering they were like -1 in CivIV). I thought what I did was kinda similar to what happens in real wars: you have to capture the seat of power and most or all of the rest of the country. You just give it back with a lot of strings attached afterwards, (and usually new, friendlier leaders) which you can't really do in this game.
You know, in the real world this kind of thing ought to be celebrated; one country attacked by four others and successfully defending itself. I mean, yeah I won only because the AI is incapable of successfully waging war against anything but an AI, but still.
Anyway, it seems like a huge oversight to ignore or nerf the diplomatic consequences of waging aggressive wars and treat the defender the same. Should be a big penalty for waging aggressive wars, and a bonus for defending oneself.
Gonna try nerfing the conquer penalty and beefing up the attacker penalty and see if that's better.
Basically what we have here is the equivalent of the USA's leaders being tried at Nuremburg right along with those of the Third Reich for starting WWII (yes, I know Germany didn't make the first attack on the US, but they did declare war).
So I did a little searching in the AI xml files, and in GlobalDiplomacyAIDefines.xml, it turns out that there are two criteria for being a warmonger: 1) that you attacked another civ, and 2) that you conquered another civ. I'm not sure whether "attacked" means you entered combat with them or you actually declared war, but the conquering event is weighted twice as much.
Well, yeah I conquered them. They had only one city each. I certainly wasn't going to just leave them sitting there to attack me again. After all, I didn't give them any obvious reason to attack me in the first place (turns out the proximity and expansion penalties to diplomacy are a LOT bigger than you'd think, considering they were like -1 in CivIV). I thought what I did was kinda similar to what happens in real wars: you have to capture the seat of power and most or all of the rest of the country. You just give it back with a lot of strings attached afterwards, (and usually new, friendlier leaders) which you can't really do in this game.
You know, in the real world this kind of thing ought to be celebrated; one country attacked by four others and successfully defending itself. I mean, yeah I won only because the AI is incapable of successfully waging war against anything but an AI, but still.
Anyway, it seems like a huge oversight to ignore or nerf the diplomatic consequences of waging aggressive wars and treat the defender the same. Should be a big penalty for waging aggressive wars, and a bonus for defending oneself.
Gonna try nerfing the conquer penalty and beefing up the attacker penalty and see if that's better.