I don't miss war weariness at all. Being at war has enough of an impact that a hit to happiness could cause serious balance issues. Keeping someone at war, or being attacked by multiple civs while ahead even though not the aggressor, would be an easy way to cripple growth, production, and combat effectiveness. The solution is a more effective AI. The AI should take better advantage of close militaristic city states and pop alliances with gold, just like the player does. The AI needs to be a bit more defensive, pop units for gold when available, and sneaky on the attack by sacking tiles more effectively to hurt an oppponents economy. Elongated Wars should have diplomatic consequences, not happiness hits. Have other civs badger the aggressor at some point to stop, and then step the heat up with promises to defend the weaker opponent by gifting a unit, then get to the point of eventually joining in. *edit* - btw...good read. I have alot of similar likes and dislikes, and am enjoying the differences Civ V has to offer.