How does the warmonger penalty work in gods and king?

Joined
May 17, 2011
Messages
2,705
As Far as I remeber you get a penalty for declaring war to someone wich I found ridicoulous... Same goes for eliminating a civ or city state.


As soon as you declare war twice the world hates you . THey say the AI doesn't hold gruch the hole game and will forget past actions is war one of them?

it doesn't only hurts the player same goes for the AI they denounce eachother like crazy because they declared war a few times. At the end game the global policits screen is full of red of denounciations(because they dow constantly )


my questions :

I wonder how will this penatly will work in gods and king any info?

how should the warmonger penalty work in the expansion ? What is you're opinion or idea about it?
my thoughts :
if you take more then 1 capital you are labeled a warmonger instead of declaring a war... Because you are clearly after the capitals


I really hope this get changed because it is way to sensetive
 
Hopefully, it won't be a simple on\off flag; if there is a warmonger penalty, it should be slight (some fraction of a point) at first and build up exponentially, but still gradually. Declarations on the civ directly or their friends should have much heavier effect.
 
Hopefully, it won't be a simple on\off flag; if there is a warmonger penalty, it should be slight (some fraction of a point) at first and build up exponentially, but still gradually. Declarations on the civ directly or their friends should have much heavier effect.

This is already implemented in the AIDiplomacy XML file.
 
I have an example of what needs to change in GnK. In my last game Germany declared war on other civs 17 times. I declared war 4 times and he thought I was a warmongering menace to the world. To me that is hopelessly ridiculous, because for much of the game everyone hated Germany. Throughout the game this guy was at war with 5 people at once. And he calls me a warmonger. This calling the kettle black philosophy has to go by the wayside.

This is the other problem I see apparent. In my last game, Japan DoWed me early. I won the war and he gives me Tokyo, and he ends up in his remaining city, Kyoto, his original capital. I thought to myself ok, he is impudent and no threat anymore. In the industrial era this moron with one city left backstabs me. So, I completely took Japan out of the game warmonger penalty or not. So, another thing that needs to change is the idea that we should leave these conquered civs in the game. For two reasons. One, because even though they are not a threat militarily, they are a threat diplomatically. Number two, we should not have to leave these single city has been civs around to backstab us later, especially if they have to be watched the whole game through, or be in our flank or rear. They should be elimiated without penalty and done away with. Especially, if they are in one city and declare war on you.

The other thing that needs to change is this. If you are playing a domination game, taking capitals should be the name of the game. You should not get a penalty for taking capitals, because that is how you win. How can you be penalized for following the rules. Keep in mind this is for games when the only VC checked is domination.

For games will all, or other VCs checked, including domination. To decide who hates someone who has declared war on another civ, should be individualistic, and not taken into consideration as a group. So, if you declare war twice it should not mean everyone should automatically hate you. Every single civ on the map should decide for themselves. Every civ should evaluate what the best course of action should be.

Let's say Rome Dows the Ottomans. Rome's friend is the Huns (DoF, or, even perhaps not, deals like this can be renigged.). Now in the game today, because Rome DoWed twice, the Huns should believe he is a warmongering menace. Based on the idea that Rome DoWed twice and no other reason. In GnK, the Huns may still like Rome just fine, especially, if say for example, they share similarities in religious beliefs, or idealogical beliefs, have had good trade relations, have battled a common foe. In other words there will be other factors in play to decide these things, rather than just one penalty that rules the game no matter what.

The Huns could go the other way too. Let's say even though they are friends with Rome. They covet Rome's lands or Rome has built wonders they covet. Then the Huns could find this a golden oppurtunity and DoW on Rome. Anyway, each civ should decide for themselves, and not base these decisions on an ultimate law. This would give the civs a little character, instead of them just being mindless clones, which in many regards is what they act like now.

That's how I see it.
 
I just wish the AI would stop hating me for helping them. If they ask me to go to war with someone and I say yes, the will still hate me for destroying their enemy.

I think a lot of the failure with Civ 5 diplomacy revolves around the "gamey" aspect. They gave up on the fantasy of going against other great leaders and changed it to simulated opponents playing a video game. Now we have stupid modifiers like "I feel you are trying to win the game the same way as I am" and "You built wonders I coveted". So it's no wonder that the AI is programmed to worry about you succeeding in a war even if you are on their side.

I hope this changes in G&K. I never want to hear that Elisabeth is worried that I will win the game. I want her to act like a leader of a civilization not someone competing for a score or win conditions.
 
This is the other problem I see apparent. In my last game, Japan DoWed me early. I won the war and he gives me Tokyo, and he ends up in his remaining city, Kyoto, his original capital. I thought to myself ok, he is impudent and no threat anymore. In the industrial era this moron with one city left backstabs me. So, I completely took Japan out of the game warmonger penalty or not. So, another thing that needs to change is the idea that we should leave these conquered civs in the game. For two reasons. One, because even though they are not a threat militarily, they are a threat diplomatically. Number two, we should not have to leave these single city has been civs around to backstab us later, especially if they have to be watched the whole game through, or be in our flank or rear. They should be elimiated without penalty and done away with. Especially, if they are in one city and declare war on you.
I think I read in an interview that this will be fixed. You won't get a warmonger penalty for obliterating someone who has declared war on you.
I would hope they get rid of the warmonger penalty completely or only apply it to people who start a lot of wars, and I hope attacking someone who has attacked an allies CS will not count as a war of aggression.
It sometimes happens that a CS ally on another continent gets attacked by a civ friendly to me. Now most times the civ will agree to end the war if you ask nicely and they won't want anything in return, but then they'll attack again later and at some point you can't ask them to make peace because the CS has declared eternal war. There's only three 'solution':
-Say goodbye to this citystate forever.
-Declare war and be labeled a warmonger for defending your ally.
-Dedicate one of your cities to produing units which to gift to the CS. This is potentilly a significant drain on your economy, but it can be really satisfying to watch the CS capture ans insta-raze your 'friends' cities.

I hope they add a mechanic that decreases your warmonger rating whenever you liberate a civ or CS.
 
The pernament war for City states is gone, and is instead replaced by a decreasing "default" thereshold, so the more you attack city states, the lower and harder it will be for them to befriend (so if Mongolia attack 6 cities their default thereshold is going to be -40 influence or so).

And I bleieve it was mentioned that the warmonger will expire after so turns (as long as you avoid wars).
 
I just wish the AI would stop hating me for helping them. If they ask me to go to war with someone and I say yes, the will still hate me for destroying their enemy.

I think a lot of the failure with Civ 5 diplomacy revolves around the "gamey" aspect. They gave up on the fantasy of going against other great leaders and changed it to simulated opponents playing a video game. Now we have stupid modifiers like "I feel you are trying to win the game the same way as I am" and "You built wonders I coveted". So it's no wonder that the AI is programmed to worry about you succeeding in a war even if you are on their side.

I hope this changes in G&K. I never want to hear that Elisabeth is worried that I will win the game. I want her to act like a leader of a civilization not someone competing for a score or win conditions.

This is, by far, the biggest issue in this game for me and why I still prefer playing Civ 4 to Civ 5. Well said.
 
Yeah, I'm glad that's been removed. That's easily the most silly diplomatic modifier in the history of games. I'm also glad to hear that Permanent War is going away.

I don't have any problem with my wonders being coveted, that's a fairly normal reaction. If I'm throwing out all these grandiose works of engineering and art, I wouldn't be surprised if some of my neighbors get a little jealous. Same way if I hold especially rich land.
 
I have an example of what needs to change in GnK. In my last game Germany declared war on other civs 17 times. I declared war 4 times and he thought I was a warmongering menace to the world. To me that is hopelessly ridiculous, because for much of the game everyone hated Germany. Throughout the game this guy was at war with 5 people at once. And he calls me a warmonger. This calling the kettle black philosophy has to go by the wayside.

And let's not forget that if you declare war at someone else's behest, then if they later decide they don't like you, you'll get the warmonger penalty with them for a war they prompted you to start.

I wonder if the warmonger penalty could be modified as follows:

- you don't get a warmonger penalty at all, or points towards one, for starting a war someone else asked you to; you'll get the usual penalties with your enemies "you were at war!". Add a new penalty ("You declared war on us/on our friend!") to replace the warmonger penalty with these civs, which increases in severity with multiple war declarations against them. This latter would limit exploits by just accepting every war offer and wiping out half the map without getting penalised.

- However, you would get a warmonger penalty for refusing a peace treaty without conditions, and a bigger one if you refuse one deemed to favour you (such as peace + stuff from them vs. peace only from you). Multiple refusals increase the penalty. A civ will actually get a warmonger penalty for offering peace that favours them at the expense of the opponent, since this amounts to forcing an opponent to surrender.

- The warmonger penalty is reduced if another civ has declared more wars than you have; the more war decs from the leading warmonger, the lower your penalty. This means that you can have multiple civs with the warmonger penalty, but the greatest warmongers will have a proportionately greater penalty - which makes intuitive sense.

This is the other problem I see apparent. In my last game, Japan DoWed me early. I won the war and he gives me Tokyo, and he ends up in his remaining city, Kyoto, his original capital. I thought to myself ok, he is impudent and no threat anymore. In the industrial era this moron with one city left backstabs me. So, I completely took Japan out of the game warmonger penalty or not. So, another thing that needs to change is the idea that we should leave these conquered civs in the game. For two reasons. One, because even though they are not a threat militarily, they are a threat diplomatically. Number two, we should not have to leave these single city has been civs around to backstab us later, especially if they have to be watched the whole game through, or be in our flank or rear. They should be elimiated without penalty and done away with. Especially, if they are in one city and declare war on you.

I think this should probably be handled as a different type of penalty again - right now 'warmonger' is too much of a catch-all. I think genocide should carry a diplomatic penalty, although possibly this would only apply in later eras or to your relations with civs that have certain social policy branches. Diplomatically these fallen civs can be a double-edged sword; on the one hand they can be dangerous, but on the other hand they can be a tool to affirm your alliances if you and your allies repeatedly denounce the remaining Ottomans (as happened in one of my games). I also think it's fair to have a trade-off - yes, you can deal with them to prevent them being a nuisance, but doing so is likely to damage relations with other civs.

The other thing that needs to change is this. If you are playing a domination game, taking capitals should be the name of the game. You should not get a penalty for taking capitals, because that is how you win. How can you be penalized for following the rules. Keep in mind this is for games when the only VC checked is domination.

I agree with this since domination already gives you lots of penalties by its nature, though I don't like the idea of changing the AI's diplomatic behaviour based on victory conditions. Also in this scenario, all the AIs will hate you by default for going to war and for competing for the same victory condition, so it wouldn't actually have much effect. There is certainly an inconsistency with the capitals issue, though - you don't get penalised (except with other culture/science focused civs) for building a Utopia Project or a spaceship - you shouldn't get an extra penalty for the domination condition (particularly since you'll need to take out multiple capitals to satisfy it).

I'm fine with dropping this altogether in the main game, except naturally for the civ whose capital you've taken (and probably their friends). Did Alexander, say, really upset people outside Persia more for sacking Persepolis than for conquering anything else in his path? In the modern world people objected to war in Iraq - but they didn't object on the basis that enemy forces would be occupying Baghdad. In WWII, attacking Berlin was a unifying Allied objective and the major theatre in which Western and Soviet interests converged.

For games will all, or other VCs checked, including domination. To decide who hates someone who has declared war on another civ, should be individualistic, and not taken into consideration as a group. So, if you declare war twice it should not mean everyone should automatically hate you. Every single civ on the map should decide for themselves. Every civ should evaluate what the best course of action should be.

From what I understand, this is the way it works in principle, as it does with other modifiers - the issue is that in practice all civs have similar levels of tolerance for this behaviour (someone mentioned their warmonger ratings), so this is probably where changes should be made. As it stands, the main personality differences are that everyone will hate you if you declare two wars, but some will hate you if you declare only one. Strangely, I never saw Genghis Khan or Alexander as the types to consider warmongering a bad thing...

I hope they add a mechanic that decreases your warmonger rating whenever you liberate a civ or CS.

Definitely needed. You don't even get a diplomatic bonus for liberating a civ with the civ you liberated, I noticed when liberating Nebuchadnezzar from the Siamese yoke twice in my last game. Though in gratitude he did wait a while before denouncing me (and even that might have been fair enough since I did originally capture his capital). Still, it was odd to see myself labelled a warmonger when I'd been the defender in all but two of my wars, and had liberated the Babylonians and Helsinki.
 
I don't have any problem with my wonders being coveted, that's a fairly normal reaction. If I'm throwing out all these grandiose works of engineering and art, I wouldn't be surprised if some of my neighbors get a little jealous. Same way if I hold especially rich land.

It should be more like they are envious of your culture or production etc... as opposed to certain wonders. I guess I just don't like the way wonders work

I know this game isn't meant to be realistic but I kind of find it odd that just because someone builds pyramids before you do that somehow you just can't finish your project. I always thought it would be nice that if a wonder is completed that anyone with a certain percentage complete (maybe 50%) of the same wonder could still at least finish a lesser version with reduced benefits. The first civ would get the Great Pyramids while the others that reached the threshold would be able to complete plain old pyramids.

Back on topic though, I am really glad to hear that the "I feel you are trying to win the same way as me" penalty is being removed. Hopefully that's a sign of a change to the overall design philosophy of diplomacy in G&K. The AI shouldn't be built around win conditions the win conditions should be built around a solid game design. A win should come naturally from a solid strategy that is beneficial to your civ not a single minded approach to some arbitrary culture level or capital stealing. At least it should feel that way as other civ games have in the past. I would actually like to see them surpass previous games in believable and fun diplomacy but they need to catch up first.
 
This is the other problem I see apparent. In my last game, Japan DoWed me early. I won the war and he gives me Tokyo, and he ends up in his remaining city, Kyoto, his original capital. I thought to myself ok, he is impudent and no threat anymore. In the industrial era this moron with one city left backstabs me. So, I completely took Japan out of the game warmonger penalty or not. So, another thing that needs to change is the idea that we should leave these conquered civs in the game. For two reasons. One, because even though they are not a threat militarily, they are a threat diplomatically. Number two, we should not have to leave these single city has been civs around to backstab us later, especially if they have to be watched the whole game through, or be in our flank or rear. They should be elimiated without penalty and done away with. Especially, if they are in one city and declare war on you.



You're asking to get rid of a trade-off and in its place you'd like no penalties. Trade offs are good. It looks to me like you want it all for nothing. Right now you can kill off a civ entirely, sometimes it's a good idea other times not, or leave them alive and accept the small threat they pose and deal with the consequences, and gain from the benefits, of their survival. That's something that you'll have to give thoughtful consideration to. I'm not sure why you see this as a bad thing?



The other thing that needs to change is this. If you are playing a domination game, taking capitals should be the name of the game. You should not get a penalty for taking capitals, because that is how you win. How can you be penalized for following the rules. Keep in mind this is for games when the only VC checked is domination.



You only get a penalty for taking capital cities with the civ whose city that once was. The other civs don't care that you've captured Kyoto, just that you may have DoW'd and may have wiped Japan out. I'm not sure why you're specifying games when only DV is checked, these mechanics are the same no matter what VC conditions are checked.


For games will all, or other VCs checked, including domination. To decide who hates someone who has declared war on another civ, should be individualistic, and not taken into consideration as a group. So, if you declare war twice it should not mean everyone should automatically hate you. Every single civ on the map should decide for themselves. Every civ should evaluate what the best course of action should be.


I think you have a few misunderstandings here. The diplomatic stance of every civ towards you is already individualistic. If you declare war twice every civ doesn't instantly go to gaurded or hostile because of this. They each have an individual flavour of how much they are angered by warmongering ways and this modifies the size of the diplomatic penalty you receive with them. You have an individual relationship with each and that is modified by many things, DoWs being just one.



Let's say Rome Dows the Ottomans. Rome's friend is the Huns (DoF, or, even perhaps not, deals like this can be renigged.). Now in the game today, because Rome DoWed twice, the Huns should believe he is a warmongering menace. Based on the idea that Rome DoWed twice and no other reason. In GnK, the Huns may still like Rome just fine, especially, if say for example, they share similarities in religious beliefs, or idealogical beliefs, have had good trade relations, have battled a common foe. In other words there will be other factors in play to decide these things, rather than just one penalty that rules the game no matter what.



In civ 5 vanilla if you have a DoF with a civ and DoW 2 other civs the DoF partner will probably remain Friendly until the DoF expires, especially if you have additional positive modifiers. It seems to me you are overestimating the power of DoWs on diplomacy. They are important, but they do not exist in a vacuum. All those other factors do come into play, do you have a common enemy, denounced the same civs, friends with the same civs etc. DoWs are not the be all and end all that you're making them out to be.


The Huns could go the other way too. Let's say even though they are friends with Rome. They covet Rome's lands or Rome has built wonders they covet. Then the Huns could find this a golden oppurtunity and DoW on Rome. Anyway, each civ should decide for themselves, and not base these decisions on an ultimate law. This would give the civs a little character, instead of them just being mindless clones, which in many regards is what they act like now.

That's how I see it.


I'm happy for the discussion and I agree that there could be more individual character in civs and I also agree the religion part of GK gives a great opportunity for this. But, IMO it seems like you're a little unaware of the nuts and bolts about why the AIs get into different diplomatic stances and all the things that can affect that. This is mainly a consequence of the developers decision to make diplomacy sort of murky and esoteric. You really have to get under the hood to have a decent ability to understand diplomacy, manipulate it and be able to predict what civs will probably do and why.
 
As soon as you declare war twice the world hates you.
I wonder how will this penatly will work in gods and king any info?

Wasn't there a new concept in G&K related to this? Something called "just war" or the like? I don't remember/know the specifics of it but the name sounds promising.

There really ought to be cases where you can declare war without taking a diplomatic penalty (or at the very least taking a smaller penalty) from the other civs. For example, if someone attacks a city state you are allied with, you should be able to DOW him without any penalty whatsoever. After all, you are only fulfilling your alliance obligations there.

Also, now that there will be espionage and other intrigue options, catching someone redhanded should IMO be considered a "somewhat understandable excuse" for war and maybe give you only a slight diplo hit instead of the full penalty. Should, of course, work both ways e.g. if you are caught scheming and spying, the victim could perhaps have a better chance of finding allies against you.
 
The other thing that needs to change is this. If you are playing a domination game, taking capitals should be the name of the game. You should not get a penalty for taking capitals, because that is how you win. How can you be penalized for following the rules. Keep in mind this is for games when the only VC checked is domination.

For games will all, or other VCs checked, including domination. To decide who hates someone who has declared war on another civ, should be individualistic, and not taken into consideration as a group. So, if you declare war twice it should not mean everyone should automatically hate you. Every single civ on the map should decide for themselves. Every civ should evaluate what the best course of action should be.

No if you are taking 2 capitals alllready the AI should be more guarded towards you because he could be the next target

but a penalty for declaring war that doesn't make any sence.


Because it doesn't only effect the player but the hole diplomacy towards AI's against other AI's
at the end game everyone hate eachother because they declared war a few times

So you get decleration of wars because of wars :crazyeye:

Instead if you get a penalty from taking more then 1 capital then some Ai's will hate you or hate warmonger AI's nd makes it easier to watch the global politics
screen


Besides countries in the real world only get angry from wars if they are friends or have influence in that country...



They confirmed that the modifier "You are tyring to win similiar manner" has been completely removed.

Its not just removing the modifier but changing the typ of AI not a AI that plays to win but where you actualy can conduct diplomacy.
 
Did enybody thinx it would be a good idea to get the system of europe universal

If you want to declare war you have to have a reason for it a good reason if you don't you get a diplomatic hit


Lets say a person atacks a city state of yours thats a reason
He is a verry close neighbour and he settled near a city of you
And some other reason you could choose.
 
I have an example of what needs to change in GnK. In my last game Germany declared war on other civs 17 times. I declared war 4 times and he thought I was a warmongering menace to the world. To me that is hopelessly ridiculous, because for much of the game everyone hated Germany. Throughout the game this guy was at war with 5 people at once. And he calls me a warmonger. This calling the kettle black philosophy has to go by the wayside.
I don't see why this is a problem? The pot calling the kettle black is the backbone of real world diplomacy. (If you are guilty of something, better accuse somebodyelse of it.) The relevant thing here is what other civs thought of the two of you.

The other thing that needs to change is this. If you are playing a domination game, taking capitals should be the name of the game. You should not get a penalty for taking capitals, because that is how you win. How can you be penalized for following the rules. Keep in mind this is for games when the only VC checked is domination.
In a world where everybody is trying to wipe each other out, it seems only reasonable that everybody will end up hating each other.

For games will all, or other VCs checked, including domination. To decide who hates someone who has declared war on another civ, should be individualistic, and not taken into consideration as a group. So, if you declare war twice it should not mean everyone should automatically hate you. Every single civ on the map should decide for themselves. Every civ should evaluate what the best course of action should be.
I think (although I may be wrong) that the game currently does decide whether AIs hate you or not an individual basis. The problem is that they all decide it exactly the same way. So, they end up deciding the same thing. Your conclusion stands though. The AI should take into account more personal factors when making decisions about who to hate. (A simple, though logical factor would be to factor in distance, it makes more sense to hate war monger that is right on your border, than one halfway across the world. This factor may need to taper out in the end game as globalisation sets in.)
 
In a world where everybody is trying to wipe each other out, it seems only reasonable that everybody will end up hating each other.

Really ? thats a problem a world where everybody whants to whipe eachother out? Like real diplomacy is like that just killing eachother. Now the AI is just a warmonger

I think (although I may be wrong) that the game currently does decide whether AIs hate you or not an individual basis. The problem is that they all decide it exactly the same way. So, they end up deciding the same thing. Your conclusion stands though. The AI should take into account more personal factors when making decisions about who to hate. (A simple, though logical factor would be to factor in distance, it makes more sense to hate war monger that is right on your border, than one halfway across the world. This factor may need to taper out in the end game as globalisation sets in.)[

Yes the same goes for they covet you're land it doesn't really make sence for a AI coveting you're land if they are on the other side of the continent
 
I can think of several real life cases where a nation coveted land on a different landmass and effectively wiped out the previous occupiers.
 
Back
Top Bottom