Found a significant bug in the warmongering calculation. Working on fixing it.
Found a significant bug in the warmongering calculation. Working on fixing it.
I think that phrase means you completed a wonder that he had already partially built.Is Harun Al-Rashid supposed to hate me for competing for world wonders and apply a -100 opinion when i only have two wonders while he has 15?
sounds a bit extreme.
I only built Terracotta and Leaning tower of pisa, not sure he'd be interested in terracotta but maybe leaning tower?I think that phrase means you completed a wonder that he had already partially built.
-100 is a bit harsh
Is Harun Al-Rashid supposed to hate me for competing for world wonders and apply a -100 opinion when i only have two wonders while he has 15?
sounds a bit extreme.

Hey Recursive!
As if I've read it already in a different thread, but came to ask just to be sure: will there be warmonger adjustments for the next version? For example in my current game I was DoW-d by Assyria, and their units gain +40% combat bonus? (warmonger fervour) This doesn't seem right![]()
Awesome, thank you!Yes.

Annnnd I've fixed several more diplomacy issues, one of which was a significant bug (when reevaluating players, the AI would only prioritize approaches based on the players being reevaluated, not all valid players as was intended).
The role of the AI's opinion in the approach calculation has also been modified to be less extreme and make more use of leader flavors.
Stealing from the AI (citadels, spies, coups, religious conversion, digging up artifacts) now causes them to instantly reevaluate their approach towards you.
Is this only done after the player chooses to not build a landmark? Asking because the AI used to consider you stealing from them when you started digging.digging up artifacts
Very nice. Does this have any effect on other civs opinions, & presumably that works the same for player.
Is this only done after the player chooses to not build a landmark? Asking because the AI used to consider you stealing from them when you started digging.

nice to see how much it is evolving! A lot seems to have been reported on vassalage, but just in case an additional remark (sorry if I missed it in the discussions): say you play tall/peacefully and you work on establishing good relations with a neighbouring civ A. But then your friend A asks to be the vassal of a more powerful civ B (I imagine as a protection against an aggressive civ C). Then civ B finds you weak and declares war on you, and drags your friend A to war against you. Is it supposed to happen often? Or counterable as tall/peaceful? Or has that behavior been modified?
Voluntary Vassalage
- Fixed excessive AI desire for voluntary vassalage
- Masters who accept a voluntary vassal now go to war with anyone the vassal is currently at war with, preventing troops from being kicked out + AI trained to handle this
- Added option to disable voluntary vassalage (DiploAIOptions.sql)
- Fixed being able to have a Defensive Pact and Voluntary Vassalage in the same trade deal
Opinion Score
- Fixed recent trade, common foe, vassal protection opinion bonuses not being applied
- Vassal protection bonus now nullified if you attack your vassal
- Adjusted penalties for competition with the AI
- Reduced "denounced by our friend" penalty, also applies less often
- Reworked common foe bonus to account for power difference between AI and damaged player; now can go up to +100
- The effect of an AI's opinion score on approach selection is now less extreme; increased consideration of leader personality + prioritization if the AI hates or likes a lot of people
Approach
- Improvements to AI approach selection towards both civs and City-States
- Reduced tendency to gravitate towards neutral
- Fixed erratic shifts in approach while AI is planning war
- Fixed a major bug with AI approach prioritization
Bugfixes
- Fixed militaristic City-States not spawning units
- Another major revision of warmongering calculation, fixed excessive penalties and several bugs, dropped flavor elements
- AI less likely to denounce friends
- Fixed some issues with difficulty-related code
- Fixed missing distance check from third party war bribes
- Fixed AI Morocco plundering their friends' trade routes
Balance
- Penalty for breaking PTP now scales with era
- Fixed excessive anti-warmonger fervor
Other
- Improvements to DP + coop war logic
- Adjustments to AI strength perception of humans
- Diplo Flavors Rework now fully integrated + VictoryCompetitiveness now a 1-10 scale
- AI no longer considers Grand Strategy before the medieval era (for domination) and renaissance era (otherwise); prior to this it uses its "diplo personality" which is based on flavors
- Added text to show when a Peace Treaty with a player's DP ally is blocking the ability to declare war
- Tweaked war information display
- Significant code cleanup and enum sanitization (still ongoing)
So here is a case where I think the AI behavior is irrational.
Spoiler :
Now Siam has been a rabid dog all game. He attacks, peaces, attacks, peaces...alllllll gaaaaaame long. And never once has he made a dent against me, we both just drain each other and then peace out.
So though that was highly annoying, ok even though we have the same religion you hate my guts for some reason this game, got it.
But now I am fighting Morocco, who is just 5 votes from winning Hegemony, with 6 turns until the hegemony vote. I am not winning in any category, Siam himself is now outteching me, and we both have the same Ideology.
and yet Siam takes a bribe to go to war with me....it makes no sense. He can sit back, let me exhaust myself on Morocco, kill the threat, THEN try to pounce on me.
And I'll note I'm wondering if this is an effect of some of the flavors, as I've noticed this "dog with a bone" behavior from Siam in other games. It feels like once he hates you, he will not rest until he has removed you from the earth, no matter how many turns go by.

What are the conditions of breaking a Pledge to Protect? And what triggers "you've aggressively attacked this City State"?