// We like our own vassals (unless they're blocking our path to victory)
else if (bIsMaster)
{
// If they control other players' original capitals or are close to victory, don't erase weight for hostility
if (!IsMajorCompetitor(ePlayer) && iNumTheirCaps <= 0)
{
// We must control all capitals to win a Domination Victory
if (bGoingForWorldConquest || bCloseToWorldConquest)
{
if (GET_PLAYER(ePlayer).GetCapitalConqueror() != NO_PLAYER)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] = 0;
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] = 0;
viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] = 0;
viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] = 0;
viScratchValueOverrides[MAJOR_CIV_APPROACH_WAR] = 0;
viScratchValueOverrides[MAJOR_CIV_APPROACH_HOSTILE] = 0;
viScratchValueOverrides[MAJOR_CIV_APPROACH_GUARDED] = 0;
viScratchValueOverrides[MAJOR_CIV_APPROACH_DECEPTIVE] = 0;
}
}
else
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] = 0;
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] = 0;
viApproachWeights[MAJOR_CIV_APPROACH_GUARDED] = 0;
viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] = 0;
viScratchValueOverrides[MAJOR_CIV_APPROACH_WAR] = 0;
viScratchValueOverrides[MAJOR_CIV_APPROACH_HOSTILE] = 0;
viScratchValueOverrides[MAJOR_CIV_APPROACH_GUARDED] = 0;
viScratchValueOverrides[MAJOR_CIV_APPROACH_DECEPTIVE] = 0;
}
}
}