No. People are mad that in a single player game aimed at historic immersion, that the AI seems like it will play like a deathmatch bot rather than an actual nation. Alliances, friendship, vendettas and so forth are meaningless if historic actions don't affect the AI's likelihood of declaring war.
If I didn't care about how the other players acted, and just wanted them to win, then I'd play multiplayer. How is that not an argument? This is a game about history, not just Command & Conquer.
I want a game where real history can happen. If AIs are just playing to win, then the Allies would have annexed France after D-day. After Waterloo, the English would have turned around and marched on Amsterdam. Britain would have refused to bankroll the construction of US industry in the 19th century, fearing a competitor. The European union would never have formed.
In real history, alliances are meaningful, and countries don't attack their friends just because they don't have a big army on their mutual border. Cooperation is possible. Grudges are held, and acted on, whether rational or no.
I want a diplomatic system that feels real, and then I'll crank up the difficulty level to make it challenging.
I don't want to have to look through a history log to try to figure out the state of diplomatic relations. That should be available, at my finger tips.
If an AI isn't willing to trade with me (for example, because its worried about my military strength) then I need to be able to know that, and know why.
There is nothing inherent in having a transparent diplomatic system where actions matter that says they have to matter forever. Its entirely possible for example that declaring war could give a -4 for the next 50 turns, thne -2 for the 50 turns after than, then -1 for 50 turns, then nothing.
But without a transparent system, you won't know this.
And its ridiculous to think that having declare war on a country and razed their cities won't have *any* future impact on their diplomatic dealings with you, even in the short term.