OK, here is something for all you warmongers that want to burn the world in 3000 BC...
I may have found a way for you to try to get some more wars without touching the dll code. If my understanding is correct, and I am not missing something else, this may work for you but will need some testing. Look at the following piece of code:
Code:
////////////////////////////////////
// MODIFY WAR BASED ON HUMAN DIFFICULTY LEVEL
////////////////////////////////////
if(GET_PLAYER(ePlayer).isHuman())
{
HandicapTypes eHandicap = GET_PLAYER(ePlayer).getHandicapType();
int iWarMod = 100;
CvHandicapInfo* pHandicap = GC.getHandicapInfo(eHandicap);
if(pHandicap)
iWarMod = pHandicap->getAIDeclareWarProb();
viApproachWeights[MAJOR_CIV_APPROACH_WAR] *= iWarMod;
viApproachWeights[MAJOR_CIV_APPROACH_WAR] /= 100;
viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] *= iWarMod;
viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] /= 100;
}
This block is the last before the approach weights vector gets sorted; the code in the file runs for every turn, and apparently in strict order. In other words, after all modifications to the weights have been done, the Difficulty level of the human player is fetched, and one specific value is used to adjust the final weight for MAJOR_CIV_WAR_APPROACH and MAJOR_CIV_DECEPTIVE. That value is read from the Civ5HandicapInfos.xml file inside
...\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\Gameplay\XML\GameInfo
The value read is the variable <AIDeclareWarProb> </AIDeclareWarProb> for the corresponding difficulty level; if you read that file, you will notice that the value increases from zero (Settler) to 100 (Prince and above). The value is then applied as a product to the weight for WAR, and divided by 100 (percentage). In other words, in Prince and above the weight that resulted from all the modifications stays the same, and below Prince it gets reduced to a certain percentage (and is zero for Settler, thus Settler has no AI war declarations
). That is the iWarMod argument in the code above.
Now, if this is correct and it works as I think it does, then you just need to adjust the values of <AIDeclareWarProb> </AIDeclareWarProb> for King and above in your HandicapInfos file to something bigger than 100. I cannot guarantee any result from that, but if you miss war so much it is worth trying. I would recommend the following:
1) COPY your original file first as backup.
2) Increment the value in 10 points per dif level and see what happens
3) If nothing happens, add some more (15 per level?)
4) Report back.
I will not test it as I am still fine with how it is working for me, and if I decide to change something I would work on the dll. But this approach, if it works, is really fast and simple enough for anyone to modify their own game without waiting for magic.
Test it, and let us know if it works and how. I would expect imbalances as a result (for example, you may have more early wars, but the mid-end game might become a troll festival), but it should make for a fun experiment (with very little risk).