A frequent complaint amongst those new to the game, when playing Vanilla or G&K, is how capriciously AI Civs make war on you.
It seems in these games the overwhelming factor is simply proximity and military strength.
At some point, even the most peaceful leaders are practically certain to backstab the player if strong enough, no matter how good of relations they may have enjoyed in the past. In a recent game, I also witnessed Rome attack Arabia and reduce it to a single city. After peace is declared, Ghandi takes advantage and wipes out the Arabians , because they are now so weak. Everyone is a psychopath.
In a recent thread someone mentioned that this is simply History, that wealthy but weak civs can expect to be attacked by their stronger neighbours.
My counter argument goes thus -
1. We're modern people with modern sensibilities playing this game. In the past this may have been fair game but it would not be so now.
2. The animated, voice acted leader avatars also give an illusion of sophistication and "human" emotion - if everyone acts like a psychopath, it breaks the illusion provided by the quality animations and voice acting.
3. It is true that almost every nation has been to war with every one of its neighbours at some point in history. However, what happened was that leader personalities were getting "randomised" every game turn, as one leader died/was replaced by another. Sooner of later, a warmongering nutjob comes to power, and this is how things get started.
In game however, the player remains in charge for the duration of the game, as do the other leaders, we always interact with the same voices and visuals. We expect them to behave as though a single person was in charge for the duration of the game and have some consistency.
4. What I am not after, is for everyone to sit around on the lawn knitting, singing Kumbaya etc. I want the pantomime bad guys to act like pantomime bad guys, bullying other civs, turning hostile, goading, denouncing, backstabbing, threatening and conquering. And for the "good guys" to behave a little more in accordance with how you've treated them in the past.
BNW is a case in point, i actually can't get a war at all even if i tried. Put all the worst tyrants from history together on one Pangea, nothing happens.
So what should the declare war logic look like?
Obviously, the first consideration should be military strength.
No Civ wants to die, if it is weaker it will not start a war however much it might like, though there could be a "Recklessness" leader trait that allows a small amount of leeway.
Now, assuming a military operation is feasable, it should come down to relations vs. aggression.
The more aggressive a leader, the less he has to dislike you to go to war.
Average agression leaders eg. Washington will attack a weaker neighbour if they have red modifiers indicating negative diplomatic relations. Highly aggressive (Hitler!) will attack any weaker states that aren't full of green modifiers (basically, full military allies). However, even the Nazis had Allies and displayed a limited amount of loyalty towards them IRL.
Another situation i'm wondering about, when you found a city and it turns out the AI covets that plot of land.
IRL, the aggressor Civ will often try to negotiate the sale of that territory , before going to war. Yes, back to good old WWII again - in the 1930s the Germans did try to buy Danzig off the Poles, but were rebuffed. If the AI did such a thing before going to war, it would give the player an option to avoid war. I would probably consider selling a city for 500g (so i can immediately buy another settler) rather than face war with a much stronger opponent, if I had another direction to expand into.
It seems in these games the overwhelming factor is simply proximity and military strength.
At some point, even the most peaceful leaders are practically certain to backstab the player if strong enough, no matter how good of relations they may have enjoyed in the past. In a recent game, I also witnessed Rome attack Arabia and reduce it to a single city. After peace is declared, Ghandi takes advantage and wipes out the Arabians , because they are now so weak. Everyone is a psychopath.
In a recent thread someone mentioned that this is simply History, that wealthy but weak civs can expect to be attacked by their stronger neighbours.
My counter argument goes thus -
1. We're modern people with modern sensibilities playing this game. In the past this may have been fair game but it would not be so now.
2. The animated, voice acted leader avatars also give an illusion of sophistication and "human" emotion - if everyone acts like a psychopath, it breaks the illusion provided by the quality animations and voice acting.
3. It is true that almost every nation has been to war with every one of its neighbours at some point in history. However, what happened was that leader personalities were getting "randomised" every game turn, as one leader died/was replaced by another. Sooner of later, a warmongering nutjob comes to power, and this is how things get started.
In game however, the player remains in charge for the duration of the game, as do the other leaders, we always interact with the same voices and visuals. We expect them to behave as though a single person was in charge for the duration of the game and have some consistency.
4. What I am not after, is for everyone to sit around on the lawn knitting, singing Kumbaya etc. I want the pantomime bad guys to act like pantomime bad guys, bullying other civs, turning hostile, goading, denouncing, backstabbing, threatening and conquering. And for the "good guys" to behave a little more in accordance with how you've treated them in the past.
BNW is a case in point, i actually can't get a war at all even if i tried. Put all the worst tyrants from history together on one Pangea, nothing happens.
So what should the declare war logic look like?
Obviously, the first consideration should be military strength.
No Civ wants to die, if it is weaker it will not start a war however much it might like, though there could be a "Recklessness" leader trait that allows a small amount of leeway.
Now, assuming a military operation is feasable, it should come down to relations vs. aggression.
The more aggressive a leader, the less he has to dislike you to go to war.
Average agression leaders eg. Washington will attack a weaker neighbour if they have red modifiers indicating negative diplomatic relations. Highly aggressive (Hitler!) will attack any weaker states that aren't full of green modifiers (basically, full military allies). However, even the Nazis had Allies and displayed a limited amount of loyalty towards them IRL.
Another situation i'm wondering about, when you found a city and it turns out the AI covets that plot of land.
IRL, the aggressor Civ will often try to negotiate the sale of that territory , before going to war. Yes, back to good old WWII again - in the 1930s the Germans did try to buy Danzig off the Poles, but were rebuffed. If the AI did such a thing before going to war, it would give the player an option to avoid war. I would probably consider selling a city for 500g (so i can immediately buy another settler) rather than face war with a much stronger opponent, if I had another direction to expand into.