Resource icon

GDG's Adjustable Warmongering, Raze Penalty, War Weariness 1.1.5

hey. thanks for the mod man rly helped me a lot for the warmonger that i am :cool:
although u kinda have to be warmonger in early stages as others will always try to harass u if u don't have enough troops and when u have units u cant just let them sit there now can u?!:D
i really think the warmonger penalty in too much in the game. its high enough that when u declare a war u need about 100-200 turns to be remove it and to have a chance to create a friendship or alliance and that is if u don't get denounced for some other stupid horsehockey like city spreading religion by its own and u getting blamed for it !!! like WTH i didnt do horsehockey ! that being said i did change ur numbers to be a bit a higher though cuz i didnt really want to remove the wm penalty.

also another MAJOR ISSUE with the game i think is the warmonger penalty when u get declared war on i mean when aztec or rome rushes into u with troops u cant really do anything but to go into war and u still get warmonger penalty despite the fact the that i had nothing to with the war. this should be changed somehow to be more balanced and realistic.

i just downloaded the new version and saw the occupied city codes... so i just started a game with this mod last night and in early game i captured like 5 cities from Germany and they were all stuck at 1 population and said "occupied" and i thought this was just how the game goes (idk maybe it is or maybe it was a bug from this mod) but before it was't this much and i would capture them and they would be fine after couple turnsbut as of now im into about 50 turns after capturing those cities and they were still occupied... so hopefully that's fixed now.

also this line:<Where ModifierId="WARMONGER_RAZE_PENALTY_PERCENT" Name="InitialValue"/> is in both files (although the one in GDG_GP_WarWeariness.xml file does not have the "Name="InitialValue") and has different values on each file could u explain how's that ? the one in GDG_GP_WarWeariness.xml file is under the additional raze penalty so does it add penalty or is it additional code ? im trying to tweak this for how i want it to be and cant figure that out.
 
hey. thanks for the mod man rly helped me a lot for the warmonger that i am :cool:
although u kinda have to be warmonger in early stages as others will always try to harass u if u don't have enough troops and when u have units u cant just let them sit there now can u?!:D
i really think the warmonger penalty in too much in the game. its high enough that when u declare a war u need about 100-200 turns to be remove it and to have a chance to create a friendship or alliance and that is if u don't get denounced for some other stupid **** like city spreading religion by its own and u getting blamed for it !!! like WTH i didnt do **** ! that being said i did change ur numbers to be a bit a higher though cuz i didnt really want to remove the wm penalty.

also another MAJOR ISSUE with the game i think is the warmonger penalty when u get declared war on i mean when aztec or rome rushes into u with troops u cant really do anything but to go into war and u still get warmonger penalty despite the fact the that i had nothing to with the war. this should be changed somehow to be more balanced and realistic.

i just downloaded the new version and saw the occupied city codes... so i just started a game with this mod last night and in early game i captured like 5 cities from Germany and they were all stuck at 1 population and said "occupied" and i thought this was just how the game goes (idk maybe it is or maybe it was a bug from this mod) but before it was't this much and i would capture them and they would be fine after couple turnsbut as of now im into about 50 turns after capturing those cities and they were still occupied... so hopefully that's fixed now.

also this line:<Where ModifierId="WARMONGER_RAZE_PENALTY_PERCENT" Name="InitialValue"/> is in both files (although the one in GDG_GP_WarWeariness.xml file does not have the "Name="InitialValue") and has different values on each file could u explain how's that ? the one in GDG_GP_WarWeariness.xml file is under the additional raze penalty so does it add penalty or is it additional code ? im trying to tweak this for how i want it to be and cant figure that out.

for warmonger settings you can use TC's mod i use his mod but i can make a mod that combines this mod and his mod. thanks i already fixed it's wrong
 
be aware though TC's mod only applies to you. so if you want to wage war the whole game you can but it won't stop the Ai attacking you or city states. the values don't apply to them. apparently they don't have a WM value.
 
be aware though TC's mod only applies to you. so if you want to wage war the whole game you can but it won't stop the Ai attacking you or city states. the values don't apply to them. apparently they don't have a WM value.
but then if an AI like rome or aztec declares war on other AIs wouldn't they be warmongers toward the AI civs??? i haven't had this situation happen so far me but i hope its possible! like the AI could potentially get mad at others warmonger AIs.

as for the TC's mod, i didnt see his mod when i was scrolling through the forum so thanks for that. now i imagine your mods would try to change the same things so it'ts all up to u i guess to create or merge the 2 mods.
but still i don't think his mod would be incompatible with yours cuz in his codes i didnt see anything specifically related to your codes. idk i haven't tested it though yet. have u ?
 
but then if an AI like rome or aztec declares war on other AIs wouldn't they be warmongers toward the AI civs???
every game i've played they attack each other, the city states and me they pretty much attack anything in sight even in the later eras. all you have to do is ignore their requests to move units a few times and it's enough for them to attack you :P
 
but then if an AI like rome or aztec declares war on other AIs wouldn't they be warmongers toward the AI civs??? i haven't had this situation happen so far me but i hope its possible! like the AI could potentially get mad at others warmonger AIs.

as for the TC's mod, i didnt see his mod when i was scrolling through the forum so thanks for that. now i imagine your mods would try to change the same things so it'ts all up to u i guess to create or merge the 2 mods.
but still i don't think his mod would be incompatible with yours cuz in his codes i didnt see anything specifically related to your codes. idk i haven't tested it though yet. have u ?

yes it's compatible with my mod. im currently playing with his mod and my mod
 
I think the biggest problem is that it doesn't differentiate between wining and losing the war. If you're wining you should be able to carry on without much negative effect internally, if you're the defender and successfully defending you shouldn't take the hit that you do, etc.
This is the biggest issue I have with war weariness (this shouldn't be confused with warmongering which it appears some people are). If the AI declares war on me and I'm winning that war, my people shouldn't become war weary anywhere near as much as they are in the vanilla game. My last play through as Rome and Gorgo wouldn't leave me alone. Kept declaring war on me even ten minutes in spite of the fact that every time she did, I kicked her arse. Problem was, she would never accept peace offers at all. I was cleaning her out, but she would always hold out for something from me (gold, luxuries). In the end, after she declared war on me for a fourth time and kept refusing peace deals, I just got sick of it and wiped her out. But by the end of that war I had a -14 amenity penalty in Rome from war weariness (I reckon I lost one, maybe two units tops)... Checked the logs, and it was going to take 165 turns to get rid of it! That's just ridiculous.

I think the war weariness penalty should be quite high if you're the instigator and are losing units/cities. But if you're the defender the penalty should be much less for losing units, and actually should create happiness for winning battles/capturing cities (sign of a government able to carry out its first duty to the people - protecting them).
 
This is the biggest issue I have with war weariness (this shouldn't be confused with warmongering which it appears some people are). If the AI declares war on me and I'm winning that war, my people shouldn't become war weary anywhere near as much as they are in the vanilla game.
.
i think war weariness is for citizens feeling unsafe and not prospered while the war is going as does every country and human in real life ! so regardless of who declares war or who is winning the will be war weariness.
and i think warmongering is merely for declaring war and conquering and combats and killing and stuff... so u would be known as a barbaric leader.
but i do believe that there should be a happiness or satisfaction meter for who is winning the war for those sacrifices and weariness that their people is enduring.
i don't mean lowering the penalty cuz that removes the immersion and rewards of war and winning and also dont mean the gold or culture u would get from combats through the governments or conquering cities... i mean something like reputation or fame for being a successful warrior. i mean there is a reason those leaders and great generals are in the game! and they are not all scientific or cultural !!!
it is true though in modern era that is now everyone hates war therefore war weariness should be high but we still remember people like Napoleon and Attila The Hun and many others and make games about them so we could act like them so we do respect them after all. this sh!t got way too deep :mischief:
 
I think the war weariness penalty should be quite high if you're the instigator and are losing units/cities. But if you're the defender the penalty should be much less for losing units, and actually should create happiness for winning battles/capturing cities (sign of a government able to carry out its first duty to the people - protecting them).
From a pure gameplay perspective there are a lot of things that could be improved. Overall the system itself isn't bad it's just over-simplified. I think it would be great if it tied into past relations with the opposing Civ too, so that PITA that keeps hitting you with DOWs shouldn't have the same war weariness effect on your population than it would if you suddenly join a war against a long time trading partner. At the very least I would have liked to see war wearness effects scaled by the use of casus belli like the warmonger penalties do.

Oh well, maybe we'll get the DLL soon :)
 
I want to use AI+ with your mod so:
Can I still change the values in your mod? I find some of them to be too low.
And if AI+ affects some of these values - are there values that I must not change?

yes you can. just change my mod values and it will automatically sync with AI+ settings. You don't need to alter anything in AI+
 
Gelo, I have your mod installed but have a few questions if you got a minute to spare. So I installed the mod and did not change any of your values in it.

I am currently at end game and running around trying to get a religious victory but alas I must fight. Apparently I am 1806 warmongering penalty (I razed some cities in the last war). I would like to do two things if your mod does this and I just need you to tell me how, either here or in personal message.

A), I want the warmongering penalty I have amassed to go to ZERO after 3 turns. Period. I don't care if I amassed 100k in penalties I think after 150 years nobody cares. Can you tell me how to get the amassed points I have acquired to return to zero after a few turns?

B) I would like to remove entirely the penalties for taking the last city and razing cities, or drastically reduce them. Where and what values do I put in?

I tried tinkering with the mod but I am not sure which direction I am supposed to go in.

Thanks much!
 
Gelo, I have your mod installed but have a few questions if you got a minute to spare. So I installed the mod and did not change any of your values in it.

I am currently at end game and running around trying to get a religious victory but alas I must fight. Apparently I am 1806 warmongering penalty (I razed some cities in the last war). I would like to do two things if your mod does this and I just need you to tell me how, either here or in personal message.

A), I want the warmongering penalty I have amassed to go to ZERO after 3 turns. Period. I don't care if I amassed 100k in penalties I think after 150 years nobody cares. Can you tell me how to get the amassed points I have acquired to return to zero after a few turns?
i think you need to edit this STANDARD_DIPLOMATIC_WARMONGER and set it to 3. but this mod is not savegame compatible so you need to play this with a new game.

B) I would like to remove entirely the penalties for taking the last city and razing cities, or drastically reduce them. Where and what values do I put in?

I tried tinkering with the mod but I am not sure which direction I am supposed to go in.

Thanks much!

This gives the penalty when you occupied an enemy city STANDARD_DIPLOMATIC_OCCUPIED_CITY. and this is for the razing

-- DEFAULT = -20
UPDATE ModifierArguments SET Value=-5 WHERE ModifierId='STANDARD_DIPLOMATIC_RAZED_MY_CITY' AND Name='InitialValue';
-- Default Value = 20
UPDATE ModifierArguments SET Value=1 WHERE ModifierId='STANDARD_DIPLOMATIC_RAZED_MY_CITY' AND Name='ReductionTurns';
 
Gelo, I started the game with your mod, just to be clear. From what you are saying it is not possible to change the values once the game is started correct?
 
So maybe someone here can explain this--the WARMONGER_* globals are things like "MULTIPLIER" and "PERCENT_OF_DOW". Yet if someone declares war on me and I take one of their cities, the whole world complains about my warmongering. Since I didn't declare the war, I'd expect my DOW value would be 0, and all the "MULTIPLIER" and "PERCENT_OF_DOW" stuff would yield 0 without any mods. So where is that DOW value coming from if I didn't declare the war--is it based on the attacker's DOW value?
 
Back
Top Bottom