I conquered 5 cities of which 2 capitals. 2 civs declared war while I was getting the 2nd capital and the other a few turns later when I got the capital. How am I supposed to win a domination game when everyone gangs up on me (turn 120 quick speed)
I conquered 5 cities of which 2 capitals. 2 civs declared war while I was getting the 2nd capital and the other a few turns later when I got the capital. How am I supposed to win a domination game when everyone gangs up on me (turn 120 quick speed)
That makes perfect sense, does it not? You would do the same, would you not?
If they gang up on you and you find yourself spread too thin, you need to fight defensively (you might have to concede some indefensible cities in the worst case), until they start peacing out. Then you can reallocate your resources and push on the offensive again against the remaining enemy(ies) - the ones who peaced out cannot attack you for 10 turns. But after you take more cities the world will hate you even more and they will try to put an end to your killing spree.
If you befriend some AI, join their war against their enemy and if you denounce their rivals, this AI will likely overlook your crimes against humanity for a while.
I expected the ai to dow me when they see a good occasion but I don't know how to deal with it, I can leave only so many units to defend the borders while I'm conquering other cities
And I'm forced to war early because the ai with its bonuses is a ticking time bomb that eventually will outscale me
if (bTheyAreCloseToWorldConquest)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 4);
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] * 4);
viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_GUARDED] * 4);
}
// Are they conquering the world? We could be next!
int iDangerScore = max(iNumTheirCaps, iNumTheirVassals) + GetOtherPlayerNumMajorsConquered(ePlayer);
if (iDangerScore > 0 && GetPlayer()->GetProximityToPlayer(ePlayer) >= PLAYER_PROXIMITY_CLOSE)
{
// Be extremely wary of early game conquerors
if (iGameEra == 0)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 3 * iDangerScore);
viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_GUARDED] * 3 * iDangerScore);
if (bEasyTarget)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 5);
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] * 5);
// Easy target and we have war bonuses? Attack!
if (bCloseToWorldConquest || bConquerorTraits)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 5);
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] * 5);
}
}
}
else if (iGameEra == 1)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 2 * iDangerScore);
viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_GUARDED] * 2 * iDangerScore);
if (bEasyTarget)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 3);
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] * 3);
// Easy target and we have war bonuses? Attack!
if (bCloseToWorldConquest || bConquerorTraits)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 3);
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] * 3);
}
}
}
else if (iGameEra == 2)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * iDangerScore);
viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_GUARDED] * iDangerScore);
if (bEasyTarget)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 2);
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] * 2);
// Easy target and we have war bonuses? Attack!
if (bConqueror || bGoingForWorldConquest || bCloseToWorldConquest || bConquerorTraits)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] * 2);
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] * 2);
}
}
}
else
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] + (iDangerScore * 2));
viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_GUARDED] + (iDangerScore * 2));
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] + (iDangerScore * 2));
if (bEasyTarget)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR];
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE];
// Easy target and we have war bonuses? Attack!
if (bConqueror || bGoingForWorldConquest || bCloseToWorldConquest || bConquerorTraits)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR];
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE];
}
}
}
}
I think the thread opener was surprised they probably do this at a low level like Warlord. I am not a great player & play at lower levels, usually Prince, & can concur the AI will attack you if you start taking lots of land quickly & seem a threat to the world. The mod is good at this, & acts the same whatever the level, with the only real difference far more force & danger the higher the level you play.