Howdy!
There is something bugs me in this game. I'm probably missing some points. So I'd be so glad if someone explain those things to me.
1- When someone steal from you and you choose to warn him, he immediately forgets how we were close and he turns from friendly to guarded/hostile etc. or even declares war against you. So, we shouldn't warn the thieves?
You will receive a diplomatic modifier (defined somewhere in GlobalAIDiplomacyDefines.xml, I do not remember the exact value, but something around +/- 20), depending on your response. While it may seem strange from a human perspective, my guess is that it was implemented to add flavour to the interaction.
Now, the change to hostile/guarded simply means that you were already on the brink/verge between being friends and being enemies.... meaning that the AI in question already hated you for other things (most probably "we covet your lands")... so when you accrued that extra diplomatic modifier, it was enough to change his "approach" from Friendly/Neutral -> Guarded/Hostile (the exact algorithms for this is a little arcane, and depends on the exact leader and his approach weights and a couple flavour values IIRC).
2- is about warmonger penalty
When you warn friendly/neutral civs, they became angry towards you and if they declare war on you, you can't capture their cities without getting Major Warmonger Penalty. Seriously, what's the logic of this? Isn't this put Human players in defensive positions all the time? Yes, giving advantages to AI is good but this isn't an advantage but a handicap to Human players.
A warmonger penalty works like this:
- Upon the capture of a city, you will accrue a WM penalty with
all civilizations you have already met. This value is calculated as:
Code:
int iWarmongerOffset = (875 * iEstimatedCitiesOnMap) / (max(iActualCitiesOnMap, 1) * iNumCitiesRemaining);
// Minor power targeted, half penalty
if (bIsMinor)
{
iWarmongerOffset = (iWarmongerOffset * GC.getWARMONGER_ON_CITY_STATE_MULTIPLIER()) / 100;
}
// Where iEstimatedCitiesOnMap is the parameter TargetNumCities inside Worlds.xml
// Where iActualCitiesOnMap is the total number of cities on the map
// Where iNumCitiesRemaining is the number of cities the player being attacked possesses
As you can deduce, the fewer cities a player has left, the more WM penalty you will accrue from capturing one of his cities. Capturing a city state will yield only half the WM penalty however.
It is important to note that this penalty will also apply to the AIs as well. The warning/notification upon hovering your mouse over a city "you will receive a
Major/Minor/Severe/Critical WM Penalty" is the
warmonger level you will end up at...
NOT the actual penalty you will accrue.
Your WM rating decays at a constant rate of 5 per turn (in other words, it will be worked off over a period of like 10-100 turns per city....).
The system is inherently very poorly tuned, as are many aspects/mechanics/features of the game), as Firaxis tends to follow a "let's just throw in random arbitrary values and see if it works" design paradigm.... sometimes it does (the degree to which is questionable), sometimes it doesn't....
Hope that helps!
- ThorHammerz