Hail
Satan's minion
does war score decay?
But with what they showed yesterday, there's really only two ways to read the implications for SP games. Either you can always force peace with an AI unilaterally, or your ability to make peace will still be dictated by the same nontransparent factors as before and the war score only defines what you get/pay for it. I actually find myself hoping it's the former, because at least that would change up the game in an interesting way.
Actually I can think of a third option - that an AI's willingness to make peace is dependent on their fear of you directly compared with the difference between your war scores. That would be an interesting wrench in the gears that would combine the present state of the war with its historical progression. But call me a cynic, I'm thinking that's a longshot.
But there is the comfort that a 16-0 war score was still white peace, so you may be right that you have to do significant damage before you can start extorting AIs.
I'm still worried about tactically killing civilian units though. If I could take out nearby settlers and declare peace without having to worry about the AI's big nasty army, I would exploit the hell out of that. Not to mention never building a worker again...
Regarding exploiting the war score to extort the AI, getting nothing from the peace deal is fine. The manipulation is occurring DURING the war. Worker sniping, then peace the next turn is one example. Another would be camp your neighbor, kill his settlement, make peace. Rinse/repeat forcing the AI into a situation where he cannot expand and can't do anything about it. No, the AI must be able to decline peace terms otherwise the game would be horribly broken.
does war score decay?
In the video, he had the option to make peace the turn after declaring war. The button was not greyed out, so it did not appear that the AI could or would disagree.
If the system does leave it open for the AI to disagree after you choose to declare peace, as several people here have assumed, then Acken's right and the system is no different than the old one. The AI's decisions about when to declare peace will still be veiled in secrecy and highly irrational, and we will again be stuck in 50-100 turn wars where nothing happens. But in response to SK - just because you wouldn't want to declare peace in the MP scenario I mentioned, doesn't mean the analysis was wrong. The point was the war score would still favor the weaker player, which is true even if the stronger player is at the point of wiping out the weaker player. That puts you in the odd position of being ahead but being unable to declare peace.
Now, given that in the video it was the human player that declared the war, he might have had the option to peace out right away whereas if someone declared war on you you might be forced to wait several turns. And in MP, I imagine both players would have to agree, one player wouldnt be able to unilaterally declare peace, which would make a little more sense.
But with what they showed yesterday, there's really only two ways to read the implications for SP games. Either you can always force peace with an AI unilaterally, or your ability to make peace will still be dictated by the same nontransparent factors as before and the war score only defines what you get/pay for it. I actually find myself hoping it's the former, because at least that would change up the game in an interesting way.
I guess CK2's system of pre-made peace deal would be what BERT tried to implement. Don't sure if it will be without problem.
Is it possible that this feature only applies to SP, like respect and fear diplomacy?