Question: Have you ever disliked an AI simply because of the location where it spawned or because it took an early lead? Even if the answer for you is no, for most human civ players is yes. This is exactly what these two messages express for the AI. They might trigger to often and/or in the wrong circumstances, but they certainly are perfectly legitimate reasons for the AI not to like you, and if they they do dislike you there is (and should be) very little you can do about it.
The answer is yes, I have. However, it usually is a result of the AI being so close to me that I am able to warrior rush them before they can stop me. I wouldn't be concerned or confused with the modifiers [being discussed] if this was the situation for the AI. If there is a civ
between myself and the civ that is coveting my land, then your explanation is moot. The civ should covet the land between us before coveting my land (and providing early troubles with diplomacy for both of us).
There is absolutely no excuse for receiving a penalty for "trying to win the game the same" before any victory condition is being worked towards. I cannot comprehend how this is acceptable. Sure you can
excuse it or make excuses for it, but in the end, it is simply ridiculous. If you want to have guaranteed bad relations with at least 1 civ from the start, then have a modifier "We just don't like you" and be honest about it. Since there is no such modifier, I must assume that the "winning the game the same" is broken.
Note that the fact they you do not know what your grand strategy for the current game is, does not mean that the AI cannot think that you will be the greatest competition for the strategy they have chosen.
Really? That's interesting. What's the basis for their logic? Is it the civ's UA, UU, UB? Again, this is broken. It isn't playing optimally, for if I am NOT trying to win in the same manner, the AI has eroded relations with a potential trading partner/RA partner and, possibly, forcing me to mark them as my first target if I DO choose to warmonger. Sloppy, sloppy.
You still seem to be approaching the AI too much as a game mechanic, rather than as an AI trying to play the game. Your suggestions therefore do not stroke well with improving the AI in line with its design. Instead they are pleading for a step backwards to the civ4 non-AI. Improvement of the current situation should (IMHO) not be sought in straightjacketing the AI in a game mechanic, but in improving its strategical evaluation and decisions. The result of which should be an AI that is more rational (although also unpredictable).
Understanding what you say, and agreeing for the most part, I must disagree with your evaluation of my suggestions. Changing the "winning the game the same" mechanic and the "covet your lands (prior to having more than 2 border pops)" isn't "straightjacketing" the AI game mechanic, it's fixing a broken one. A person can enjoy the game without having to defend broken concepts. Most the members of this forum loved Civ4, but most of us can agree that the vassal system was pretty busted up even with the final patch of the final expansion. I, personally, think vassals were fun, but I can also acknowledge that they (and their implementation) weren't very well designed.
Great "I don't understand the arguments being made, so the people making them are crazy" response.
I don't appreciate being fed words that were never said. This is also a stock response when someone points out the inability to objectively view a situation because of an apparent bias in their opinion. I enjoy this game, as well, and have started enjoying diplomacy more, however, I can also see where improvement is needed.
Oh, and I don't think you're crazy and I understand your arguments, I just disagree.
This is a consequence of the fact that within the current game there is little (long term) reason for players to cooperate. And since human players on average are backstabbing SoBs, it is natural for the AI to be cautious of them.
Yes. There is very
little (long term) reason for players to cooperate. So there should be a reason. There needs to be a mechanic built in that encourages building long term relations with the intention of taking part in a victory. I would gladly accept a permanent alliance with a militarily strong civ and share the victory spoils if it means I can win my Culture victory without having to build an army for those final desperation DoW.
It isn't
natural for the human player to backstab in this game unless they plan on domination or are so far ahead militarily/victory condition-wise that they aren't worried about diplomacy. A backstab garners a pretty big hit diplomatically with the whole world (as it should). If I'm playing domination, you bet there will be backstabs since it is impossible to win a domination game without DoW (or at least going to war) on everyone including your friends. But not every game in domination. In fact, far less games are won by domination in Civ5 than in Civ4 (at least in my games)... and my strategies were generally those of a warmonger.