diplomacy is a complete waste of time right now no maytter what you do the ai will backstab you later on so better to just bully the Ai into giving you what you want and if they won't give it than TAKE IT
oh great gonna check this out tyvm !you can actually tweak the wm penalties yourself. I posted a tutorial in the modding section a while ago.
I get massive warmonger penalty even when another civ declares war ON ME !! I can make do with anything else but being diplomatically punished for eons because I am winning a war I did not initiate (or forced by abusing AI susceptibility) is just too much for me^^
I couldn't find it either, was about to ask you, tyvmodd i can't seem to find it did they delete it? here it is again
edit eras.xml
where it says WarmongerPoints="ENTER YOUR VALUE HERE. set it to 0 to turn it off completely.
yes it definitly needs some work.... like civs coming to hate each other for a long time coz different governments ? seriously ? those are nonsens to me... you can find some mods here to temper this down like this one from ISAU, I've not tried them yet but I will in my future playthrough and hopefully they will patch all this crap soon enoughYes, this is painful. On top of that, I saw situations when, let's say, Civ A dowed me, I was winning and then getting denounced by Civ B, but then I read in the dispatches that this Civ B also denounced Civ A's evil deeds on the same turn. Who this Civ B thinks it is - our Mom? Like "Enough, I don't care who started, you're both grounded!"
Another quirk: last game I attacked Germany (just for GOTM VC, nothing personal) and liberated a city state from them. I got the +5 relation bonus for "We liberated a city" with all AIs, including Germany. "Oh, you liberate people that we were so evil to annex, ur such a good boy!"
In Civ 4 there is an AI stance "Refuses to talk!", indicating that AI won't even listen to you. With the present state of diplomacy in Civ 6 I wish there was such a button for ME to to use and show the AIs that I'm in no mood for listening to their ravings about the size of my fleet, income, culture or whatever every other turn.
Apart from everything else, I think that the agendas probably should also kick in gradually: their relevance should be non existent or very basic in the ancient era and get developed more an more in later eras.
I get massive warmonger penalty even when another civ declares war ON ME !! I can make do with anything else but being diplomatically punished for eons because I am winning a war I did not initiate (or forced by abusing AI susceptibility) is just too much for me^^
If I could ask only one tweak to the warmonger penalty system it would be to not get warmonger penalty when you are in a war you did not initiate. Or very low and fast depleting.
+100I wish there was such a button for ME to to use and show the AIs that I'm in no mood for listening to their ravings about the size of my fleet, income, culture or whatever every other turn.
This precisely. Here is a perfect exemple of what is amiss imho with the current system, and a realistic and smart way to adress part of it. Thanks for sharing !I think one thing that would vastly help that nobody has mentioned yet is this:
When two civs are at war, AI civs should evaluate events that occur during the war relative to their opinion of both participants. For example, if I declare war on Greece, Japan - who is friendly with Greece - should hate me, giving me a huge warmonger penalty. However, Russia - who is friendly with me but not Greece - shouldn't care very much, resulting in only a small penalty. Germany, who hates Greece and has denounced them but is neutral or friendly with me, would actually applaud this action, resulting in a bonus. America, who is neutral with both of us, would give me a moderate warmongering penalty, as would China who doesn't like either of us much, and France who is friendly with both of us.
I think this would model things more accurately - instead of all AI players simply holding the opinion 'all war is bad', they would evaluate war on the basis of whether they agree with it or not. This would avoid many situations where warmonger penalties don't feel right. For example, China declared war on a city state that I was Suzerain of (which apparently they can do without also declaring war on me). They captured the city state, and another one, and were universally reviled. I was irritated about losing my city state, so I declared war on them - I took one Chinese city, which was blocking the two city states, and then liberated both city states. The result of this altruistic action - which occurred in the Renaissance era, in which I beat up a bully everyone hates, taking a single city and liberating two defenseless city states - was the entire world denouncing me as a warmonger, despite never having engaged in war prior to this. Even Tomyris, who declared a joint war against China with me, denounced me as a warmonger.
Surely the AI can act more rationally.
I think one thing that would vastly help that nobody has mentioned yet is this:
When two civs are at war, AI civs should evaluate events that occur during the war relative to their opinion of both participants. For example, if I declare war on Greece, Japan - who is friendly with Greece - should hate me, giving me a huge warmonger penalty. However, Russia - who is friendly with me but not Greece - shouldn't care very much, resulting in only a small penalty. Germany, who hates Greece and has denounced them but is neutral or friendly with me, would actually applaud this action, resulting in a bonus. America, who is neutral with both of us, would give me a moderate warmongering penalty, as would China who doesn't like either of us much, and France who is friendly with both of us.
I think this would model things more accurately - instead of all AI players simply holding the opinion 'all war is bad', they would evaluate war on the basis of whether they agree with it or not. This would avoid many situations where warmonger penalties don't feel right. For example, China declared war on a city state that I was Suzerain of (which apparently they can do without also declaring war on me). They captured the city state, and another one, and were universally reviled. I was irritated about losing my city state, so I declared war on them - I took one Chinese city, which was blocking the two city states, and then liberated both city states. The result of this altruistic action - which occurred in the Renaissance era, in which I beat up a bully everyone hates, taking a single city and liberating two defenseless city states - was the entire world denouncing me as a warmonger, despite never having engaged in war prior to this. Even Tomyris, who declared a joint war against China with me, denounced me as a warmonger.
Surely the AI can act more rationally.
And you used the Casus Beli for liberation? Also, you realize that taking cities imparts a separate penalty? And that penalties for taking a city are removed if you return that city in a peace deal? So, you could have done that same scenario and came out with a bonus to diplomatic relations for most civs.
I honestly believe that a lot of complaints regarding diplomacy are from players who don't understand how it works. Those saying it's irrelevant because they take what they want should be ignored, but I wonder if it's just another transparency issue for players who want to interact with it.
Probably the greatest mistake made with regards to positive diplomatic relations is that players make minimal effort to actually improve relationships with other civilizations then wonder why they are "randomly" denounced.
I agree with this mostly. I wish there was a way for the system to differentiate WM penalty between the aggressor and the defender. Even if the defender pushes back and takes some land from the aggressor, that WM penalty should be small. I like to believe that the human players would likely find a way to exploit that option, but I still feel for those of us that want to play semi-realistically it would be a superior option.
And you used the Casus Beli for liberation? Also, you realize that taking cities imparts a separate penalty? And that penalties for taking a city are removed if you return that city in a peace deal? So, you could have done that same scenario and came out with a bonus to diplomatic relations for most civs.
I honestly believe that a lot of complaints regarding diplomacy are from players who don't understand how it works. Those saying it's irrelevant because they take what they want should be ignored, but I wonder if it's just another transparency issue for players who want to interact with it.
Probably the greatest mistake made with regards to positive diplomatic relations is that players make minimal effort to actually improve relationships with other civilizations then wonder why they are "randomly" denounced.
I honestly believe that a lot of complaints regarding diplomacy are from players who don't understand how it works. Those saying it's irrelevant because they take what they want should be ignored, but I wonder if it's just another transparency issue for players who want to interact with it.
Probably the greatest mistake made with regards to positive diplomatic relations is that players make minimal effort to actually improve relationships with other civilizations then wonder why they are "randomly" denounced.
I understand how the diplomatic interactions work - it is merely my argument that they should work better. Why would taking a single city from an enemy really bother most other Civs? This is something that is done in the world even now (ie. Crimea) with almost no effect - nations denouncing Russian behavior over Ukraine are the ones already generally opposed to Russia, and even then... nobody is actually doing anything about it.
So I would agree with you that the diplomatic system in Civ VI 'works' - I simply argue that it works poorly, and could be greatly improved.
I agree with you. In fact, the arguments in this threat motivated me enough to type up a quick and dirty Guide to Warmongering:
https://forums.civfanatics.com/threads/warmongering-guide.608752/
I suggest people take a look at it and try some of the techniques I describe, and see if that gives them a better handle of how to handle warmongering.
Post winter patch I can reliably have one alliance/friend per game if I want it. Average comes out to about two per game. Most I've ever had at the same time is three of 8. With only 200hrs under my belt its probably still too early, but I'm finding the AI a bit more dynamic in terms of how the friendships work out. Are you seeing similar results or is it as predictable as 5 was for you ?
I think the addition of random, hidden agenda does a lot to keep the relationships with different leaders interesting. Civ V leaders are pretty static; no matter what civilization you play as, the relationships among opposing civilizations doesn't seem to vary from game to game. Also, the second agenda provides a lot of opportunities to form friendships, or at least neutral relations, with civilizations whose primary agenda may not mesh with your own plans.