How does war weariness work?

Thats not my experience. If I'm at war with someone and lose a city by flip to that enemy, my WW seems to get much worse. Which is why I tend to get raze-happy with a powerful enemy. I may be wrong, but my experience is that a flip is almost as bad as a military capture.
 
Thanks guys. That makes me a lot more comfortable with keeping captured cities at high levels. I can just take anything back that flips. I wish I had realized that before Elear and myself's histo. game and the Maya Huge game, which I might go back and find a different game now.
 
Thats not my experience. If I'm at war with someone and lose a city by flip to that enemy, my WW seems to get much worse. Which is why I tend to get raze-happy with a powerful enemy. I may be wrong, but my experience is that a flip is almost as bad as a military capture.

I have checked it with an old game of mine. The situation was that I was close to destroying the Egyptians, but had no WW yet. So, in one test run I simply let time pass while avoiding anything that is known or probable to cause WW, in the hope that some cities flip back. Five turn later or so two cities have flipped back, but still no WW at all. In the next test run, I allowed the Egyptians to capture back one of their cities. On top of the recapture there was on flip back during the interturn. But anyway, the WW was there immediately.

So, on hand hand there was 2 flips plus some retreats (I couldn't avoid any kind of action) which did not get me to WW, while on the other hand a recapture and a flip did immediately.
 
I believe you, but it seems to go against my intuition. I've had wars where culture flips seem to have influenced WW, but that could be cognitive bias. Maybe other WW factors hit hard at the same time and the flips got the blame. I'll keep an eye out for future instances and research the mechanics of it.
 
Say I'm at war with the Mongols, and they sign an alliance with the Chinese; no WH from China.
If I make peace with the Chinese and goad them into re-declaring war on me, can I get WH then?
 
Say I'm at war with the Mongols, and they sign an alliance with the Chinese; no WH from China.
If I make peace with the Chinese and goad them into re-declaring war on me, can I get WH then?

I don't see any reason why not. Ok, the exception may be that there somehow are plenty WW points stored up.
 
Hello -

WWP do NOT work against humans in Civ3 PTW 1.21f.

No effect what so ever. I am playing a multiplayer game with AIs and the only WWP I have, I recieved from war with AIs. Once the war is over, because I destroyed the enemy, everybody is happy.
My friend is in a democracy and has only war against me, lost many towns, units, is staying in my territory, losing infrastructurs, continuesly without any pause for 2000 years, has in my count over 220 WWP already, but my strategy is not working. He has 100% happy faces all over the board. Has nothing to do with luxury, temple etc. There is not reason to use republic against another human. This WWP strategy is NOT working against humans.
 
I have seen the term "arch enemy" a couple of times in this article, but no explanation of what it actually means. (I assume it refers to the first nation that declared war on you?!)
Can you explain, what influence this concept has on war weariness/war happiness?

Lanzelot
 
Oystein said:
Add 1 wwp if you have units in enemys territory when in war.

Does this mean 1 wwp per unit in enemy territory, or does it mean 1 wwp overall, even if you say have 20 units parked in enemy territory?
 
C3C 1.22: is war weariness a general civ attribute for a human player or is it dependent on which civ(s) I'm at war with? Is WW reset when I make peace with a civ? If not, when, how and how fast is it reset?
 
C3C 1.22: is war weariness a general civ attribute for a human player or is it dependent on which civ(s) I'm at war with?

If I understand you correctly, it is dependent on which Civs you are at war with. So, for instance you can have so-and-so much War Weariness from Civ A, while you even get War Happiness from Civ B.

Is WW reset when I make peace with a civ?

No, it is not reset immediately. And while you don't suffer from it anymore the numbers are still there -- if you will -- behind the scenes. In the same vein, you can accumulate WW points when you are in a government that is immune to WW, like Monarchy. You just would not suffer from it.

If not, when, how and how fast is it reset?

I believe you are asking about this from the OP:
List of turns and wwp
Turn 0- 1 reduction by 8: 121, 113
Turn 2- 3 reduction by 7: 106, 99
Turn 4- 7 reduction by 6: 93, 87, 81, 75
Turn 8-10 reduction by 5: 70, 65, 60
Turn 11-15 reduction by 4: 56, 52, 48, 44, 40
Turn 16-19 reduction by 3: 37, 34, 31, 28
Turn 20-23 reduction by 2: 26, 24, 22, 20
Turn 24-43 reduction by 1: 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0​
 
My understanding--and how I've played--is that war weariness is gone after 20 turns with a particular opponent. I am often wrong about things, but occasionally I'm right. That link is from 2003, so later patches may or may not have changed things. Or maybe the difference is too close to notice in casual play.

This is the same length as peace treaties, so for Republic warmongering I try rotating wars and honoring peace treaties. Feudalism should work the same way with respect to WW.

The "problem" with still sufferung from ww after 20 turns of peace is to have "enough" ww points in the first place. You need to have 31 war weariness points to notice any disadvantage and if AI declares war on you, than you lose further 30 points. So you need much more than 120 war weariness points to still suffer from it after 20 turns of peace. You need no less than 135 or 220 war weariness points at the end of the war to still have level 1 war weariness after 20 turns of peace:

Code:
R00: 135
R01: 135 - 8
R02: 127 - 8
R03: 119 - 7
R04: 112 - 7
R05: 105 - 7
R06: 98 - 6
R07: 92 - 6
R08: 86 - 6
R09: 80 - 5
R10: 75 - 5
R11: 70 - 5
R12: 65 - 5
R13: 60 - 4
R14: 56 - 4
R15: 52 - 4
R16: 48 - 4
R17: 44 - 4
R18: 40 - 3
R19: 37 - 3
R20: 34 - 3 = 31


R00: 220
R01: 220 - 12
R02: 208 - 12
R03: 196 - 11
R04: 185 - 11
R05: 174 - 10
R06: 164 - 10
R07: 154 - 9
R08: 145 - 9
R09: 136 - 8
R10: 128 - 8
R11: 120 - 7
R12: 113 - 7
R13: 106 - 7
R14: 99 - 6
R15: 93 - 6
R16: 87 - 6
R17: 81 - 5
R18: 76 - 5
R19: 71 - 5
R20: 66 - 5 -30 = 31
 
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