Morocco is very underwhelming and disappointing. They sounded good on paper and I was excited to play as them, but once I played them I realized all of their bonuses aren't as useful as you'd think. Without Petra, the Kasbah is basically a glorified fort. Rarely are you ever going to want to work a tile that only provides 1 food, 1 hammer, and 1 gold.
While it appears that people have found parts of the code supporting this, in practice it seems meaningless in a game where you can play as any civ and have exactly the same experience of international peace.
We did not find it, we looked for it and analyzed it. I am truly sorry and honestly apologize if that ruined your anecdotes. I personally prefer to debate on the basis of hard, grounded evidence, and not on the basis of hearsay.
My apologies.
You couldn't analyse it if you hadn't found it...?
Looking at what the code says, it appears to set a condition that - if cancelling trade would send an AI into negative gpt - that AI would be unlikely to declare war. If it would send the AI into the red, it would have a modifier making it more likely to declare war.
There are very few circumstances in most of the game where a situation would arise in which an extra 2 gpt would make the difference between positive and negative income, and the Moroccan player can't control who opens trade routes with them. Nothing in the code sections provided specifies the conditions the AI uses when choosing whether to set up a trade (which, indeed, gets back to a point I made that EIC or Petra cities do not appear to be preferred in practice), or indicates whether a civ that is predisposed to be hostile towards you is less likely to set up trade routes to begin with.
Apologies for interrupting the speculation you appear so proud of with a pedantic insistence on evidence, but I do wonder whether the tests you suggested to evaluate how the code applies in practice have been conducted.
The code is telling you something very specific, which you can't extrapolate anything like as wildly as you appear to want - it tells you that, in the absence of other context, a civ is more likely to declare war if the loss of trade won't lead to negative gpt (presuming accurate interpretation of the key "sanity check" design note which appears to have been the subject of more "analysis" than the actual code).
Like anything else in the code, this can't be evaluated to determine its practical effect in different game situations (such as playing Morocco vs. not playing Morocco, number and distribution of trading partners, the strength of any effect with more vs. less aggressive civs, and general levels of gpt with and without trade) without performing multiple replicated experiments - i.e. multiple playthroughs with comparable control and test conditions.
I conceded from the start that anecdotal evidence is just that, however a pretty hypothesis with no experimental evidence at all is valueless.
.....
Looking at what the code says, it appears to set a condition that - if cancelling trade would send an AI into negative gpt - that AI would be unlikely to declare war. If it would send the AI into the red, it would have a modifier making it more likely to declare war.
.......
So u agree with my original statement, that being the +2 gold to trade routes sent to Morocco will have a affect on the ai decision to declare war.
int iDeltaGPT = iGPT - iCurrentTradeValue;
if (iGPT >= 0 && (iDeltaGPT < 0))
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += iDeltaGPT;
i.e., for a given player, check whether the change in gold income from losing trade with that player (iCurrentTradeValue, defined in an earlier section of the code, and modified by various context-dependent modifiers related to AI personality and relationship status) will result in gpt income falling below 0, when it was previously equal to or above 0 (iGPT>=0). If so, the code then adds a penalty that increases the chance of declaring war.
With regards to Morocco, eh. I never had more than 5-6 incoming trade routes in my game (Immortal, Continents, Standard, Standard). That's 12gpt + 27gpt (outgoing trade routes) in the late game, which isn't spectacular. The 9 culture per turn is weak, too. The arguments about the AI being less likely to declare war don't matter. As far as I can tell from three games now, the AI pretty much never declares war until the Industrial Era and by then I'm prepared for it, no matter how much time I spend building wonders and whatnot in the early game.
The Berber Cavalry and Kasbah are great, though!
Why does everyone ignore the obvious science benefits? I don't get it. The main benefit is the fact that you rocket ahead of everyone else in the early science game. Perhaps not ahead of Immortal AI's, but still a significant advantage.
As for war, I have been DoW'd many times after playing a few BNW games as other civs than Morocco. I play on Emp, not Immortal, so idk what to tell you.
Because the Science bonus is tiny and it would exist regardless of whether I was playing as Morocco. In fact, I probably had a lower Science bonus as Morocco than I would have otherwise because the UA encourages sending some trade routes to city-states because there aren't enough AI players within range for the first half of the game.
Eh, lucky you. I've played much more aggressively in BNW than I ever did in G&K. I build almost no military in the early game, I forward settle on warmongering-flavored AIs, and I ignore critical techs to get wonders that I want (e.g. Petra), but still every AI loves me and wants a Declaration of Friendship. It seems like any AI that hasn't chosen the domination victory condition as their goal doesn't care for war.
So, your argument hinges on the AI not rationally deciding who to send trade routes to? I highly doubt Firaxis did much more than "who gives the most gold?" The very UA itself suggests that the intention it to draw in trade routes, and somehow Firaxis neglected to code the AI to take advantage of that? I don't buy it.
I suppose we'll have to wait until someone reveals more of the relevant bits of code. All I can say, is that at this point, after several games as Morroco, it would be incredibly surprising to learn that their UA doesn't have a dramatic effect overall.
The code implies that the chance of war is decreased. iDeltaGPT must be negative (< 0), so that code is adding a negative value, thus decreasing whatever is stored in viApproachWeights[MAJOR_CIV_APPROACH_WAR].
That's why you build roads along trade routes to clusters of civs. They will begin sending you more trade routes when your lucrative cities are in range of theirs (or beeline harbors). You can't just play Morocco like you would any other civ; it literally relies on the AI to make good of its UA. I think that's the problem most people have. They play CiV as a domination/war game, not a game with many possibilities.
No, that's not the point at all. The point is that the effect triggers only if two conditions are met: if the AI would lose income, AND (the && operator) if the AI's GPT following that change would be 0 or below. The change in GPT from losing a trade route will always be negative, with Morocco or any other civ, so that's immaterial. The only effect the Moroccan UA has in that regard is that, if GPT is below 0, the change in GPT will be slightly more strongly negative (by -2 per trade route, no less). The key issue is that the likelihood of war will only change if the AI also has an income of 0 or less following loss of that trade. In practice, this will rarely be the case..
It's precisely these tests that are needed to evaluate the effectiveness of the UA, not the code, for the reasons I noted. Inferring a result from the code used to devise a model, without the data itself, is a spurious exercise.
My own experience is that it makes no difference at all, and simply checking the AI's GPT at any given point with the gold it's likely to be getting from trade routes with me as Morocco. As I've noted a couple of times, it's anecdotal, but it is at least inference from some available data.
So I'm supposed to spend some large amount of gold on roads early in the game to get my caravans traveling further? Wouldn't that put a rather large dent into the increased income that I might get from trade routes? Even at the end of the game, when I had all of the possible range modifiers, I was still only getting 6 incoming trade routes, 4 of which were land routes from my neighbor (The Huns) at 5g each (+2). The other two were from across the ocean at 10g each (+2). That's not really any more than I was getting as Poland in my previous game.
Early in the game, there's just no way to get trade routes across the ocean until Astronomy, so you're stuck with 3-4 neighbors to make use of your trade routes. Which is fine, I suppose, since you'll only have a few routes available anyway. But you aren't going to get any kind of awesome Science boost. And since the AI doesn't seem to prioritize trade route extenders, there isn't too much that you can do to get extra incoming routes early.
If you've never tried it, how can you know? I've done it successfully many times now. The roads also allow you to defend routes easier, meaning you don't lose a large sum of gold each time some random barb comes along to plunder. The roads later become invasion routes that are highly effective.
Don't disregard something out right just because it doesn't seem plausible. Some of the best strategies are obscure and don't make a lot of sense at first glance.
Edit: also, the goal of the trade road is to diversify trade partners to maximize science gain. Having most of your trade from one AI simply equalizes you over time. Not the intended goal.