Ahriman
Tyrant
Real life humans are unpredictable, yet diplomacy still works most of the time.
What utter nonsense. Real countries act *very* predictably. Canada doesn't live in fear of being invaded by the US. Spain isn't worried that France will suddenly refuse to trade with it. Countries with good diplomatic relations do not just suddenly go to war out of the blue. Alliances are meaningful.
Yes, and its fine in its greatly simplified form. War weariness mostly depends on war casualties, and it depends on shared religion. That's it. There is nothing where the game creates a whole separate set of diplomatic preferences for the player's population and applies modifiers based on those.This is actually already somewhat in the game in the form of war weariness, it's just been greatly simplified.
Did you read what I said I meant by predictably?If the AI civs/leaders always act in a predictable fashion, then you only need to play one game & you know how every game with that Civ/leader in it is going to pan out.
By "predictable manner" I did not mean the AI has to be completely predictable, I merely meant that they need to be "somewhat" predictable. In that, all else equal, someone with whom you have good diplomatic relations is significantly less likely to attack you than someone with whom you have poor diplomatic relations.
This kind of predictability is necessary in order to have a functioning diplomatic system. But in a diplomatic system when AIs act purely on their desire to win, then this property is lost.
How is knowing that your neighboring country likes you because of your open borders, your trade, and your civics while they dislike you because of territorial disputes and the fact that you once attacked them a "window to the soul" of the AI?nor is having a "window to the soul" of your AI rivals a good thing either.
All I want to know is the same level of detail as in Civ4. Do you really think that displaying the Civ4 diplomacy modifiers gives you a "window to the soul" of the AI?
It doesn't, because there are still plenty of personal particular AI background parameters - many of which also run on random modifiers.
Because I'm a human player with agency over my own actions.The AI deals with it, why can't you?
I paid money to get to have fun playing this game. The AIs didn't.
Fighting against the diplomatic preferences of my people (which I do not get to control or influence) does NOT sound like fun.
Having the game force on you which countries you can or can't attack (and in your version, even worse; you get happiness penalties for NOT attacking countries which your people don't like) is about as much fun as the Civ1 Republic/Democracy senate preventing you from declaring war. And people hated that mechanic, so it was removed.
Happiness is also a really bad mechanic for this kind of thing, because of the discontinuous way in which happiness works (it has no impact below the cap, and then a large impact).