Badtz Maru
King
- Joined
- Oct 30, 2001
- Messages
- 674
I installed the BUG mod recently and have been enjoying it, but I've felt a bit guilty about taking advantage of the indicator that shows when an AI is planning war.
For those not in the know (I had to look up what WHEOOHRN not too long ago), if you ask an AI to go to war, his response will be "We have enough on our hands right now" if he is currently planning to go to war with someone. The BUG mod checks that every turn and puts a symbol next to their name if that comes up.
Now, I question whether the designers really intended for it to be that easy to tell an AI was planning war. I understand that they wanted a response that was distinct from either "We don't like you enough" or "They are our friends", but since there are only two other reasons they won't go to war for the right price, being at war or planning a war, by process of elimination diplomacy is really giving more information than is realistic - especially when this reason overrides other reasons - an AI that would otherwise not go to war with someone else only because they don't like you enough, will instead give you the WHEOOHRN if you ask them when they are planning a war. It stands to reason that, in real life, if a civilization asked someone they were not friends with to go to war, they wouldn't tell them they were planning a war with someone else if (ESPECIALLY if the person asking was the person they were declaring on).
Essentially, it looks like an oversight on the part of the developers to have the WHEOOHRN response override all other denial reasons, and illogical to have it available as a tool of diplomacy to the player. This wasn't that big of an issue when you had to ask the civilization in the diplomacy screen (as few people would want to check all civs every turn), but now that it's possible to have that checked every turn automatically, and so we have a warning indicator whenever a civ is planning war.
This is illogical. I think the only time that a civilization should give that kind of reason for refusing to go to war would be if they are on very friendly terms with the person who is asking, and never give it if they are planning war on the person asking.
Possible workarounds? I think the best idea would have the civilization only refuse with a given reason if the reason is "They are our friends", "We don't like you enough", or "We are already at war". That's all the info the player needs and is not unreasonable for a civilization to give that kind of explanation. If the reason is that they are planning war, then they should act as if they are wililng, but no offer that the player makes is enough for them to do it, or maybe have them set a really high price that would be unlikely to be paid and would be worth the change of plans for the AI if they player actually paid it, e.g. captitulation, cities, etc.
Another would be to have the AI never give a reason. This is not unrealistic, but it does make it more complicated for newer players who don't know the game well enough to know what level of friendliness you need with a specific civ to get them to declare war.
For those not in the know (I had to look up what WHEOOHRN not too long ago), if you ask an AI to go to war, his response will be "We have enough on our hands right now" if he is currently planning to go to war with someone. The BUG mod checks that every turn and puts a symbol next to their name if that comes up.
Now, I question whether the designers really intended for it to be that easy to tell an AI was planning war. I understand that they wanted a response that was distinct from either "We don't like you enough" or "They are our friends", but since there are only two other reasons they won't go to war for the right price, being at war or planning a war, by process of elimination diplomacy is really giving more information than is realistic - especially when this reason overrides other reasons - an AI that would otherwise not go to war with someone else only because they don't like you enough, will instead give you the WHEOOHRN if you ask them when they are planning a war. It stands to reason that, in real life, if a civilization asked someone they were not friends with to go to war, they wouldn't tell them they were planning a war with someone else if (ESPECIALLY if the person asking was the person they were declaring on).
Essentially, it looks like an oversight on the part of the developers to have the WHEOOHRN response override all other denial reasons, and illogical to have it available as a tool of diplomacy to the player. This wasn't that big of an issue when you had to ask the civilization in the diplomacy screen (as few people would want to check all civs every turn), but now that it's possible to have that checked every turn automatically, and so we have a warning indicator whenever a civ is planning war.
This is illogical. I think the only time that a civilization should give that kind of reason for refusing to go to war would be if they are on very friendly terms with the person who is asking, and never give it if they are planning war on the person asking.
Possible workarounds? I think the best idea would have the civilization only refuse with a given reason if the reason is "They are our friends", "We don't like you enough", or "We are already at war". That's all the info the player needs and is not unreasonable for a civilization to give that kind of explanation. If the reason is that they are planning war, then they should act as if they are wililng, but no offer that the player makes is enough for them to do it, or maybe have them set a really high price that would be unlikely to be paid and would be worth the change of plans for the AI if they player actually paid it, e.g. captitulation, cities, etc.
Another would be to have the AI never give a reason. This is not unrealistic, but it does make it more complicated for newer players who don't know the game well enough to know what level of friendliness you need with a specific civ to get them to declare war.