Get Rid of Warmonger Penalties

wesleys_dominat

Chieftain
Joined
Apr 28, 2015
Messages
8
Warmonger penalties in Civ5 are VERY unrealistic and actively damaging to the game experience. Does anyone know a way to get into the game files and crop warmonger penalties out without having to go into mods?
 
I think the AI would serve itself better by dogpiling runaways rather than nations that happened to take 2 cities but wound up wiping someone out :/.
 
Warmonger penalties aren't an inherently bad idea. The problem is that the logic for recognizing a warmonger is problematic. There's a lot of loopholes around warmonger penalties.

For example, liberating cities and being given cities in trade deals don't contribute to warmonger score. So if you want someone else's cities, then you can invade them, destroy their army, surround their cities, and then sue for peace and take the city as a demand. It doesn't work for capitals though.

If you want capitals (i.e. domination victory), then warmonger penalties are mostly unavoidable. Best way to dodge them is to make some friendships with other A.I.s and then pit them against your enemies so that you can bribe them into declaring war. If an A.I. is at war with another civ that you are at war with, then they won't hate you as a warmonger. And the bribe doesn't necessarily have to go to your ally either. You could give a bunch of resources and gold per turn to your enemy in order to bribe them to declare war on your ally. Then on the next turn, declare war on your enemy. This dissolves the trade agreement, and now you should get a green "We are at war with a common foe" modifier with your friend, as well as general immunity to warmonger penalties with that friendly A.I.
 
Do explain how they're very unrealistic and actively damaging to the game experience.

He's probably talking about situations in which another civ declares war on you in 1000 BC, you repel their invasion, take their capital, and get labeled a "warmonger". Then, you never fight another war again, but the A.I.s still spend the whole game hating you and refusing to trade, etc because you capture one city 3,000 years ago...

But the OP is correct that warmonger penalties are unrealistic. Cities and nations fought wars with each other almost as a matter of course for most of human history. It's only been recently (since World War II and the invention of atomic bombs) that the idea of a "warmonger" has really emerged in real life.
 
Warmonger penalties mean nothing to a warmonger. And if you don't want to be a warmonger, don't capture cities.

I think it's one of the few semi-realistic parts of the game.
 
Moderator Action: Moved to Creation & Customization
 
Does anyone know a way to get into the game files and crop warmonger penalties out without having to go into mods?

Anything that can be done in an XML-only mod can technically be done by directly editing the built in XML files.

I don't know weather when the last major BNW patch added reduced early war monger penalty by era if they added XML or if it's hard coded.
 
They've put it in <Eras> as <WarmongerPercent>. But whether or no it is still hardcoded beyond that (like some things are where there is an XML column-X but setting of column-X is not actually referenced in DLL) I don't know.
 
Do explain how they're very unrealistic and actively damaging to the game experience.

Because some people just want to conquer, just like in the old civ games. What is so horrible about that? None of us that have played civ for 20 odd years never worried about warmonger penalties. They should have an option to turn them off. I do not think it hurts letting people play the way they want to play. And as far as that goes Firaxis should not care either. To them it should be about getting people to play and stay playing.
 
Back
Top Bottom