DrewBledsoe
Veteran QB
At the very least, it would have been nice to allow a decent game setup option to control how warlike the AI's would be. The Aggressive AI option by itself is not enough.
I did some investigation of the various XML properties that can be modified to control AI aggression. I read every thread discussion I could find on the subject, and attempted my own modifications of the XML. I ended up changing around 20-25 property values. It had to be done separately for each leader - most of it was in the leader head XML file.
I was able to make the AI's much more aggressive, much more likely to war with close neighbors, and almost completely eliminated positive diplo modifiers. It resulted in a good number of wars, but they were still pathetic wars where very few cities exchanged hands. Basically, the AI's inability to concentrate forces was to blame - in my test games, I posted scouts to watch all the battles.
I tried the same XML mods in tandem with the Better AI mod, thinking that Better AI would be much better at warfare. This worked better, but in the one test game I ran, I was still disappointed in how many cities actually changed hands. I believe I played the game up to about 1300 AD, and 2 cities changed hands in all the wars (other than mine) that were fought. Again, I posted scouts to watch the battles. Basically, the AI doesn't seem to concentrate their forces adequately. They attack before building up a big enough stack, and the attack gets stalled. Given the limited amount of testing I've done with Better AI, I'm not in a good position to criticize, I'm just telling you what I saw.
I'm still mystified as to why some posters say they do see a decent amount of warfare (with many cities changing hands). I know some of them crowd the map quite a bit, but in my experiments, that hasn't helped very much. I can only conclude it must have something to do with other game settings or play style. Or maybe it just has to do with the subjective nature of the question "How much AI vs. AI war is enough?".
Interesting study nice one

Most games I play, I get dozens of ai cities changing hands. I've played a hell of a lot of games, and these I now believe are the keys:- (in no particular order of merit)
1) Ages ago I modded the ai to upgrade at 100% (Ive modded dozens of other balancers but they aren't significant here). This stops "instant mass upgrade", the ai will still upgrade but much more slowly, somewhat akin to a player. Now what ever anyone says, its still much easier to defend than attack. Lets say attacking ai has its typical ragtaggle bunch (lets say early medievel) of horse archers, a mace or 2, mostly swords and axes, and a few cats. Now if the defender can inst-upgrade, then its 5 defenders will all be experienced longbows, and the attacker is going to take horrific casualties (probably attacking a hill too). But with 100% upgrades, that will probably be 1 longbow and 4 archers, resulting in few enough casualties to carry on the fight further.
N.B. By making the ai upgrade at 100%, I needed to give them lots of other bonuses elsewhere, but my "mod" is on hold till after BTS, Im hoping the new expansion will cure most of my woes.
2) Aggressive ais settings. While religion is often far, far too big a modifier (half a dozen nations together under one religious banner all being "best friends forever"), on average, it does result in more combat overall between ais....(I also took away most of the negative modifiers the player receives for playing "agg ais settings". I don't want each leader to automatically act as a jerkoff towards me, its a very artificial way of doing things (as is most of CIV IV diplomacy)...if they arrive at my borders with a huge stack and declare war, then good on them, but just not liking me because they are programmed too is tacky and annoying.
3) combined with 2).....Random Personalities. With normal personalities, its very easy to predict from very early on what will happen in every single game. It gives the player a huge advantage, knowing how each leader will react in advance. I find it also seems to give more chance, combined with agg ais, of each leader being more inclined to war, even though 8 gandhis in one game won't produce much aggresion

4) Marathon. Ok Im biased (its my only game speed), but more turns tends to produce more inter ai wars, and with marathon, its much harder to suddenly construct defence. In fact if a dozen swordsman and half a dozen cats arrive, with a similar stack close behind, against an unprepared foe,then you or the ai being attacked, is going to lose a city or 2 at very least. In normal speed, its much easier to whip/chop defences, and armies tend to be a lot smaller.
5) Huge maps...Pretty obvious here, more land = more cities = more troops = bigger stacks = better chance of taking cities.
6) A couple more civs than the default for the map size, also helps promote more wars too, again obvious.
Just my opinions, and most are oversimplifications and generalisms, but they tend to hold true as an average observation.