We don't stop wars for the Catholics, they are just slightly less likely. It takes a while to accumulate the faith points anyway, so by the time the bonus gets significant you get the Reformation. After the Reformation, the Catholic players would be friendly towards each other and unfriendly towards other religions.
This discussion goes in the wrong direction because i think the faith point bonus is only a minor piece why there isn't much war going on. It's only the top of the iceberg.
My thesis is that
there are too many diplomatic bonuses between AI nations and too less penalties in general.
I will try to explain what i think so far how this AI stuff works.
1.
Attidudes
Civilization IV knows five attitudes: Friendly, Pleased, Cautious, Annoyed and Angry. The attitude depends on your diplo modifier (the diplomatic bonuses and penalties you get for trade relations, sharing the same religion, open borders and so on). There are treshholds at which your attitude goes up on level. As far as i know the treshholds are as follows (it would be great if someone could approve those numbers. Edit: I found it myself, its hardcoded in the dll (CvPlayerAI.cpp))
- 10 -> friendly
- 3 -> pleased
- -2 -> cautious
- -9 ->annoyed
- -10 and less -> angry
Most (if not all) AI decisions are based on the attitude and the attidude only. The exact number doesn't matter. The only question is: Is my diplo modifier
at least 3 or
at least 10?
The diplo modifiers that all nations have with each other can be seen on one of the F4 screen. But they seem to be not always correct. There are some hidden modifiers from Firaxis you never see and there are some modifers from RFCE that are implemented via python. What matters is the attitude anyway.
2.
Civ4LeaderHeadInfos.xml
A lot of AI behavior is configured in the Civ4LeaderHeadInfos.xml. If you want to behave Suleiman differently from Isabella, this is the place you look for.
I think (or at least i hope) that most of our problems can be solved with this xml file. The Problem is none of us understands this file. But the
Civ modiki can give us some hints.
3.
NoWarAttitudeProbs:
NoWarAttitudeProbs is a tag in the Civ4LeaderHeadInfos.xml. This is what the modiki says about it:
Specifies the chance an AI leader will reconsider a war plan, based on his attitude toward the potential victim. (0 will never reconsider; 100 will always reconsider and never declare war)
And this is what such an entry typically looks like:
Code:
<NoWarAttitudeProbs>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
<iNoWarProb>10</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
<iNoWarProb>60</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>[COLOR="Red"]ATTITUDE_PLEASED[/COLOR]</AttitudeType>
<iNoWarProb>[COLOR="Red"]90[/COLOR]</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>[COLOR="Red"]ATTITUDE_FRIENDLY[/COLOR]</AttitudeType>
<iNoWarProb>[COLOR="Red"]100[/COLOR]</iNoWarProb>
</NoWarAttitudeProb>
</NoWarAttitudeProbs>
So what does that mean?
When the AI has a diplomodifier of 10 with another nation it will
never declare war. 10 is very high, so this will seldom happen. But at a modifier of 3 (and that means
almost alyways) there is a 90% chance that an otherwise succesfull declaration of war will not happen.
I don't know how often such an "otherwise succesfull declaration of war" would happen. Maybe every turn. Than 90% would mean that the declaration of war would only be delayed by some turns. But i doubt that.
The problem is that it is hard to interprete those numbers correctly. It will require a lot of try and error and a lot of playtesting to optimize these numbers. But i think its worth the try.
So what can be done?
- adjust the diplo midifiers so that the AI nations are more often Cautious or Annoyed towards each other.
- adjust the war probability tags so that AI more often declares war regardless of attitude.
- adjust the memory decay tags (that means how long it takes until a diplo modifier wears of) so that the attitudes change more often over time.