frktest
Warlord
Understood. You are right, I have 6UC Unique component loaded, possibly the issue is there.. I guess you have some other mod(s) installed, that are not compatible with VP
Thanks for your response
Understood. You are right, I have 6UC Unique component loaded, possibly the issue is there.. I guess you have some other mod(s) installed, that are not compatible with VP
It's a combat bonus other civs get against warmonger civs, and it's tied to your warmonger score, which in turn affects diplomacy.What is "Anti-Warmonger-Fervor"? I couldn't find anything about "warmonger" in the Civipedia. I caught it as a modifier during battle ("-55%") and would like to know how that value gets influenced.
Razing cities does not increase the value. Conquering cities, declaring war and using nukes does.Capturing/razing cities makes the value go higher, but it drops naturally over time (faster if Casus Belli is proposed).
int iDecayModifier = 100;
// Decay slower if he's stronger than us, decay faster if he's not.
switch (GetRawMilitaryStrengthComparedToUs(eLoopPlayer))
{
case STRENGTH_IMMENSE:
iDecayModifier = /*50*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_IMMENSE);
break;
case STRENGTH_POWERFUL:
iDecayModifier = /*75*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_POWERFUL);
break;
case STRENGTH_STRONG:
iDecayModifier = /*100*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_STRONG);
break;
case STRENGTH_AVERAGE:
iDecayModifier = /*150*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_AVERAGE);
break;
case STRENGTH_POOR:
iDecayModifier = /*200*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_POOR);
break;
case STRENGTH_WEAK:
iDecayModifier = /*250*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_WEAK);
break;
case STRENGTH_PATHETIC:
iDecayModifier = /*300*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_PATHETIC);
break;
}
// Decay faster if we have a good relationship with this player.
if (IsDoFAccepted(eLoopPlayer) || IsHasDefensivePact(eLoopPlayer) || GetDoFType(eLoopPlayer) >= DOF_TYPE_FRIENDS)
{
iDecayModifier *= 2;
}
if (GC.getGame().GetGameLeagues()->IsWorldWar(GetID()) > 0)
{
iDecayModifier *= /*200*/ GD_INT_GET(WARMONGER_THREAT_PER_TURN_DECAY_INCREASED);
iDecayModifier /= 100;
}
else if (GC.getGame().GetGameLeagues()->GetUnitMaintenanceMod(GetID()) > 0)
{
iDecayModifier *= /*50*/ GD_INT_GET(WARMONGER_THREAT_PER_TURN_DECAY_DECREASED);
iDecayModifier /= 100;
}
iDecayValue *= iDecayModifier;
iDecayValue /= 100;
iDecayValue = min(iDecayValue, -100); // Make sure it decays by at least -1 every turn
ChangeOtherPlayerWarmongerAmountTimes100(eLoopPlayer, iDecayValue);
As Recursive say, razing does not increase the warmongering score, though you might mistake with the war score which define how well you are doing in one particular war, and affect your potential peace deal.razing cities makes the value go higher
I believe is on the top bar, if you hover over the icon of two crossed swords where you unit supply is (someone correct me if im wrong)Awesome, thank you all for the info!!
Is there a way to see my Warmongering score? I know that in the diplo view it might say "they fear warmongering" or something to that extent. But that is not the same, right? Knowing how much of a penalty I might get when I decide to attack someone would be a great help.
If you have RAS Really Advanced Setup you can set that and maby other features.Is there a file I can edit to remove the starting bias of a civilization?
I'll have a look, thanks!If you have RAS Really Advanced Setup you can set that and maby other features.
Yes and no. With Transparent Diplomacy enabled, you can view the opinion score for the penalty. You could do some math to figure out how that translates if you were so dedicated.Awesome, thank you all for the info!!
Is there a way to see my Warmongering score? I know that in the diplo view it might say "they fear warmongering" or something to that extent. But that is not the same, right? Knowing how much of a penalty I might get when I decide to attack someone would be a great help.
Humans and AI both get it. The maximum depends on difficulty level.@Recursive
Thank you so very much for this comprehensive breakdown of this mechanic. Super appreciated that you took some of your time for that.
One final question: The player doesn't get the Anti-Warmonger-Fervor as a defensive boost against warmongering Civs, right? It's something that only the AI gets.
| Difficulty Level | Maximum Bonus VS. Human | Maximum Bonus VS. AI |
| Settler | +16% | +64% |
| Chieftain | +24% | +48% |
| Warlord | +32% | +32% |
| Prince | +40% | +40% |
| King | +50% | +50% |
| Emperor | +55% | +50% |
| Immortal | +65% | +50% |
| Deity | +75% | +50% |
Nothing in Vox Populi is truly random. Unless you make one more/less action requiring random calculation (like attacking a unit), you will always get the same result.Feels like the outcome of this event is pre-determined and not really random
I don't think we've achieved 100% reproducability, but that is indeed the intent.Nothing in Vox Populi is truly random. Unless you make one more/less action requiring random calculation (like attacking a unit), you will always get the same result.
This is made so it is easier for the devs to debug => when you send a save, they are sure they will get the same outcome as you did.