Bamspeedy from CFC
Length of war did not seem to be a factor (only the # of turns you end your turn with units in their territory).
War weariness kicks in at various thresholds.
First threshold: 25% of your people become unhappy (Republic)
50% unhappy (democracy)
Second threshold: 50% unhappy (Republic)
100% unhappy (Democracy)
Third threshold: 100% unhappy (Republic)
Government overthrown (Democracy)
*Republic can never be overthrown
Units you lose, cities you lose, ending your turn in enemy territory contribute to WW.
Universal Suffrage makes 1 person content in all cities (1 person that would have become unhappy because of war weariness).
Police Stations allow 25% of your people to not become unhappy from WW. (so, in republic at the first threshold, you would see no unhappiness).
I guess I should add:
+1 for each turn you end your turn with a unit in their territory
+2 for each unit you lose
+15 if you have a city of yours razed (or captured?)
*possible ones, that haven't fully been checked:
pillaging, starvation of your citizens due to enemies having control of your former cities
First threshold: 30 war weariness points (WW)
Second threshold: 60 WW
Third threshold: 90WW (Democracy)
120WW (Republic)
*********************************
How does war weariness work?
The study of war weariness goes on. I will thank Bamspeedy and DaveMcW (any other?) for their research, it really helped.
General:
War weariness is tracked for each civ indepentently.
We measure war weariness with wwp (war weariness point).
The different levels of war weariness:
code:--------------------------------------------------------------------------------Level wwp
-1: - 0 wh (war happiness)
0: 0 - 30 normal, no effect
1: 31 - 60
2: 61 - 90
3: 91 - 120
4: 121 ---------------------------------------------------------------------------------
Effect of ww in war:
All government:
Level -1: 25% happy people
Republic:
Level 1: 25% unhappy people
Level 2: 50% unhappy people
Level 3: 50% unhappy people
Level 4: 100% unhappy people
Democracy:
Level 1: 50% unhappy people
Level 2: 100% unhappy people
Level 3: Revolt
Number of unhappy people is round down. The number from each civ is added together and subtract 25% for police station and 1 for US (Universal Sufferage). The total number of unhappy citizen from ww can not exceed number of citizen.
War happiness is calculated independent in the same way. (No effect of improvments)
War happiness from several enemies could really help
Calculations of wwp:
All starts at 0.
Subtract 30 wwp if the AI attacks you, except when AI is provoked by:
- use of nuclear weapons
- failed spy mission
Anything else? Please tell me if you find something.
Add 1 wwp if you have units in enemys territory when in war. (In beginning of the turn)
The following describes the effect for a human:
Add 1 wwp for each
- lost unit without defence value
- improvment pillage/bombed
- unit that are bombard down to 1 hp
Add 2 wwp when a human attacker is defeated
Add 2 wwp when a unit with defence value is attacked. (Even if you win)
Add 16 wwp when a size 1 city is captured 17 wwp for bigger cities.
What if your cities get bombed?
There is a bug for these penalties. For a human-AI battle, the AI gets the same penalty as the human (he gets penalty for taking human cities, but not for losing his own). For an AI-AI war both gets the penalty the first AI should have. There seems to be no problem with human-human battles.
Subtract 1 wwp if level >= 1, no enemy inside your territory and no units in enemys territory.
Subtract 1/20 of current wwp each turn in peace (round up)
Assume you sign peace when you just have gotten 100% ww in republic (121wwp) and keep out of his territory. Then you will lose 8 wwp the first turn, 7wwp the next. It will take 19 turns to get down to level 0, and 43 turn until the war is totally forgotten.
EDIT: Added info of how the AI gets wwp. Corrected some of the number of wwp given and the descriptions of when you get 1 wwp subtracted.
In the beginning (turn 0) you have 121 wwp.
The next turn this is reduced by 1/20 because of peace. That is 7 wwp (Round up), and 1 wwp because theres no units in wrong territory. So the wwp drops to 113.
The turn after 1/20 of 113 is 6, so wwp is now only reduced by 7.
And so it goes on untill turn 19. No the wwp is below 31, and the only reduction is the 1/20 of the current wwp.
After 43 turn the wwp is down to 0. For each turn you stay in enemy territory, or he stays in yours, , will add one turn. Unless the wwp is reduced to 30, or you are lucky with roundings.
List of turns and wwp
Turn 0- 1 reduction by 8: 121, 113
Turn 2- 3 reduction by 7: 106, 99
Turn 4- 7 reduction by 6: 93, 87, 81, 75
Turn 8-10 reduction by 5: 70, 65, 60
Turn 11-15 reduction by 4: 56, 52, 48, 44, 40
Turn 16-19 reduction by 3: 37, 34, 31, 28
Turn 20-23 reduction by 2: 26, 24, 22, 20
Turn 24-43 reduction by 1: 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0
Author: Oystein; Date Added: 12/8/03
The study of war weariness goes on. I will thank Bamspeedy and DaveMcW (any other?) for their research, it really helped.
General:
War weariness is tracked for each civ independently.
We measure war weariness with wwp (war weariness point).
The different levels of war weariness:
--------------------------------------------------------------------------------
Level wwp
-1: - 0 wh (war happiness)
0: 0 - 30 normal, no effect
1: 31 - 60
2: 61 - 90
3: 91 - 120
4: 121 -
--------------------------------------------------------------------------------