The AI actually doesn't take into account whether you're human when it declares war. Specifically speaking, the code which weighs the decision of a war declaration doesn't even make an isHuman() check. Aggressive AI gives the war value variable extra weight - in other words, makes the AI more likely to declare war.
I can't agree that wars only happen with me, but I can certainly agree that most wars do. This has objective reasons. AIs play more or less the same, the human plays
very differently. These differences are often what makes the AI go after the human. The code is in CvTeamAI::AI_doWar() for those who are interested - the function is a bit too big to post here.
However, some relevant parts.
Code:
iOurPower = getPower(true);
if (GC.getGameINLINE().isOption(GAMEOPTION_AGGRESSIVE_AI))
{
iOurPower *= 4;
iOurPower /= 3;
}
This makes the AI more "cocky" with the Aggressive AI option on. In other words, it needs relatively less military power to be able to declare a war. ALso,
Code:
if (iNoWarRoll >= AI_noWarAttitudeProb(AI_getAttitude((TeamTypes)iI)))
{
if (GET_TEAM((TeamTypes)iI).getDefensivePower() < ((iOurPower * ((iPass > 1) ? AI_maxWarDistantPowerRatio() : AI_maxWarNearbyPowerRatio())) / 100))
{
// XXX make sure they share an area....
FAssertMsg(!(GET_TEAM((TeamTypes)iI).isBarbarian()), "Expected to not be declaring war on the barb civ");
FAssertMsg(iI != getID(), "Expected not to be declaring war on self (DOH!)");
if ((iPass > 1) || (AI_isLandTarget((TeamTypes)iI) || AI_isAnyCapitalAreaAlone()))
{
if ((iPass > 0) || (AI_calculateAdjacentLandPlots((TeamTypes)iI) >= ((getTotalLand() * AI_maxWarMinAdjacentLandPercent()) / 100)))
{
iValue = AI_startWarVal((TeamTypes)iI);
if (iValue > iBestValue)
{
iBestValue = iValue;
eBestTeam = ((TeamTypes)iI);
}
}
}
}
}
}
This is a part of the warmaking AI logic. As can be seen, the AI takes into account the relative power of itself and the potential enemy, the distance between the two civs, and the amount of shared land. Nowhere does it check that the potential target is human.
So Aggressive AI makes it more aggressive towards everyone. Now, as to why exactly the AI will declare more on the human. Two reasons:
1. Relations. Attitude has an important role when deciding whether to declare. The human player has more ways of pissing the AI off than other AIs do. In other words, an AI can have more negative modifiers towards a human than vs. other AIs. You can check that in the Foreign Advisor. Furious relations between AIs are less frequent.
2. Power. The AI builds more units that the human, and upgrades more - there are reasons why it has to. The human builds comparatively less units, and certainly upgrades less. Therefore, to the AIs, the human player often seems less powerful militarily. So unless you're twice the size of everyone else, you're likely to have a relatively low power rating, even if your actual military power is good. For example, think about city defenses. The AI will defend most of its cities with 3 (on average) best defenders. The human usually only defends border cities heavily, and can often have Archers in his inner cities all the way in the Industrial era. This makes the human's power rating stay relatively lower.
Have I answered the question satisfactory

?