I don't want to be bombarded with events giving me cassus belli against various different factions.
And we don't want to design the diplomacy engine (a core mechanic) to be based around setting-specific events (an optional mechanic - many players turn them off for example).
"We"....?
Personally, I like random elements in gameplay. I find gameplay can get a little tedious and pretictable without them. But to each thier own. But ok, let's leave that aside and apply it to another new aspect of the game: city states.
If you are on friendly terms with a city state, receiving bonues or tribute from them, and they are attacked by another civ, that is what could be considered a justifiable reason to go to war, and your reputation with other civs would remain as it is. Starting a war for no reason at all (just for pure territorial gain) would be 'unjustified', and other civs would henceforth be wary of your intentions.
Similarly, if another civ asks you to come to thier defense in a war, that is also 'justifiable': ostensibly you are there to defend them, not to grab something for yourself, even if that is your real reason to go to war.
Keep in mind that there is nothing at all stopping you from starting an 'unjustifiable war': you will just suffer a bit of a loss of reputation as a result.
Why should I need a specific event or whatever to trigger in order to attack my hated enemy without diplomacy penalties vs every other civ?
Haven't we got mechanics that already deal with this, through penalties for attacking the friends of other factions?
If all of Europe hates the Arabs, then I shouldn't lose reputation with the other European powers for starting a crusade against them without some particular cassus belli event having occurred.
If you're already thick as thieves with the rest of europe, then overall, it probably shouldn't affect your standing with them too much, and if they decide to jump in on the war on your side, the diplomatic bonus you get from being war allies will overshadow any loss of reputation you might have.
China, on the other hand, who was neutral to both the middle east and europe, might see you a little differently, and decide to cancel thier fus order and trade thier silks for incense with the Malinese instead.
So how do you define "underhanded" for the human player?
Not every declaration of war is "underhanded".
Well, besides the justifiable/unjustifiable scenarios described above with city states, let's say that, for eg, you're fighting a war with Russia and France comes to your aid. A turn later you make peace with Russia and turn your guns on France, because they've sent thier armies to Russia. That's a dick move! And since all the other AI's know that your supposed 'hypothetical' relations are good ("You came to our aid during war/+5"), they recognize that you are a dick. And your reputation suffers accordingly.
Domestic unhappiness? DIfficulty in making friends with other civs?
Potentially either of these.
But that is exactly what I want to have: a system whereby it is difficult to make new allies if you attack your former ones. Leaving aside any of the cassis stuff for the moment, I really do think that this would be best served by having some kind of modifier tally for all players, counted by all AI civs (since they've had contact with you at least) that gives them an indication of your reputation.
If you are loyal to allies (heed thier calls to war), share your technologies with smaller civs (or do whatever it is that is happening in ciV) and resist the urge to attack your neighbours unprovoked, you rack up 'Repuation Points'. With higher RPs,
all (AI) civs will be
slightly more inclined to have better relations with you because everyone knows that you treat allies well. On the other hand, if you deny requests for aid, turn on your allies, start unprovoked wars and act like a dick, your neighbours will have cooler relations with you, and might take an opportunity to wage a war on you in a moment of weakness, because they'd expect you to do the same thing.