Originally posted by SirPleb
1) Does the +4 for a second declaration of war apply to all Civs (who aren't at war with the target of course) or just to the target Civ?
2) If the +4 for second war only applies to the target Civ, then what about the +1 which applied to other Civs - is it applied to everyone again?
I.e. suppose Japan, China, and I are all at peace. And suppose I've declared war on Japan once in the past, and I now declare war on Japan again. As I understand it:
a) Japan will now have a permanent +5 added for the two wars I started with her. (+1 first time, +4 second time.)
b) China will have a permanent +1 added for the first time I declared war on Japan. Does China add another +4, or another +1, or nothing for this second time I'm hitting Japan?
3) Is the +4 cumulative if you repeatedly declare war? I.e. an additional +4 the third time you declare war?
I admit the way I wrote it, may have confused people and I should have worded it differently. Or else you misunderstood what I wrote. If you know how I should word it to avoid confusion, please let me know.
The +4 is what the target civ adds on the first time you declare war. So the first time you declared war on Japan, Japan would add on +4. The +1 is what the non-target civs will add on when you declared war on the civ you had been at peace with. So in your case, China will add on +1, the first time you declared war on Japan. I used the words in past tense, but the penalties apply even when you haven't been at war with them in a long time.
I did forget to study if this was cumulitive if you have multiple wars with the same civ. I know I was thinking about that, but for some odd reason I never did get around to studying it. I must have had a brain-fart.
So, if you declare war on Japan a second time, the penalties will either be: Japan is now at +4, or +8 and China would be at +1 or +2, depending on whether the effect is cumulitive or not.
I'm not 100% positive, but I seem to remember that that it is cumulitive if you declare war on multiple civs. Like if you declare war on 2 civs, then the 3rd civ that hasn't been your victim yet, will add on +2 (+1 for each one of the civs). This would make playing a 16+AI civ game harder, as after you kill 15 civs, the last civ would have at least +15 towards you just from you declaring war on the others. So you'd have to trick civs into declaring war on you, instead of you being the one to declare war.
4. Alliances made the biggest difference. A civ that was annoyed with me before the alliance, became polite after it. I thought this was a little strange because your test showed a max benefit of -5. Donating a tech also gives a -5 benefit, but I didn't find it to be anywhere near the benefit of the alliance. I gave away lots of techs, 3 in one turn to the English, and never noticed an improvement in attitude.
-5 just for the alliance, but up to -15 total if you are doing damage to that common enemy (killing units, capturing cities, pillaging, etc.). Also, they could be at +2 (annoyed) and then at -3 (polite), to a -5 could cause them to go from annoyed to polite (the -15 max could also cause a civ to go from furious to polite, like Sir Pleb pointed out several posts ago).
Because of the range values for when civs change attitude levels (annoyed, polite, etc.), this explains why there has been so much confusion in the past about what hurts your rep. Some would insist ROP improves attitude, while others say it doesn't help at all. The ones who didn't see an improvement may have been at +9 (annoyed), so they would need -9 to see any improvement (cautious at 0). Another person could be at +1, so any little thing they do to improve attitude would cause them to see an improvement.
6. The max benefit from gifting is -10. Does that mean that after I give away ten gifts of 50 gold each to the same civ, I can never get a further benefit, even from giving techs, luxuries, etc.?
Sir Pleb was right about what he said, but there's just one little thing to clarify here. If the AI is receiving luxuries, then you get the -5 for trading luxuries. So if you aren't already selling them luxuries, then donating it to them will help (only during the 20 turns that the deal is going on). Whether luxuries count towards the 'gifting' limit, I'm not sure, but I don't think it counts towards that limit, because it does apply to another category (trading luxuries).
For gifting I only tested lump sum payments and techs (these were the easiest for me to put a value on and now how much money it took to get an attitude change). I didn't test if resources would count towards that, or if gold/turn does (like 5 gpt for 20 turns=100 gold max needed).