one thing i just realized. i havent had one RA broken yet. that's kind of amazing, that maybe a DoF is semi-serious now.
It's an AI - how else would you have it determine relationships? It is a lot more consistent in G&K, and at least now "Friendly", "Neutral" and "Hostile" do tend to be reliable descriptors of an AI's attitude towards you, unless a backstab is planned.
There is no 'casus belli' (loosely means just war). Doesn't matter if you're responding to a threat, protecting a CS, honoring a pact, if you declare war, you're gaining 'warmonger' amongst the civs of the world
Not only that, but there is some weird dividing line between "I surrender and I'll give you basically all my gold, income, luxuries, and strategic resources" and "I will surrender but I'll give you NOTHING else, ever, no matter how badly the war has gone". Not even 1 gold piece when they are about to die.
OH, and I'm damn tired of a city-state asking for help against a civ, I DoW and kill like 4-5 units and then they make peace with the CS before I even finish the quest. so lame.
I don't want more diplo hits from making a dumb choice of how to respond to the 70 different threats and hostile 'oh hi you are terrible' insults the AI likes to pop up and throw in my face.
When the AI attacks a CS I have under my protection, I want this as an option:
-<City State> is under my protection. Retreat now or pay the price!
AI: Ok, we're sorry, we'll leave it alone <AI makes peace treaty with City State> (If it considers you a decent enough threat)
AI: No way, you do what you have to, I want that city (If not)
Player (If AI refuses): Fine, but I'll be watching you (If you chicken out)
Player : The world will know of your indiscretions <Denounce>
Player : Then die! <Declare War> <You gain rep with city state>
and doing so should NOT accrue 'warmonger' points unless you start conquering their cities
Because as it currently stands, the AI takes tribute or attacks a city-state under my protection, my options are:
-Do nothing, lose protection and influence
-Tell the AI they will pay, which leads to either:
---The AI has been friendly to me and says "oh we're sorry but its for the good of our country so too bad I made the right choice"
---The AI has been hostile to me and says "whatever like I care"
Neither of which has any meaning or impact whatsoever.
OH, and I'm damn tired of a city-state asking for help against a civ, I DoW and kill like 4-5 units and then they make peace with the CS before I even finish the quest. so lame.
After that he offers me peace and all his cash, but get this - he's FRIENDLY with me for the rest of the game. Even offers a DoF the next turn.
A DoF is only needed to sign the RA. As long as you don't go to war, your RA won't get canceled just because you're no longer friends. Your DoF will expire before the RA pops anyways unless you do your DoF and RA on the same turn.one thing i just realized. i havent had one RA broken yet. that's kind of amazing, that maybe a DoF is semi-serious now.
This would be nice but, I imagine, very difficult to code. The concept of "justified" war is a difficult one even for humans in the 21st century.
I haven't had them offer DoFs after being beaten, but the switch to Friendly occurs because the AI is coded to see a peace deal as a trade in its favour, so you get the positive "We traded recently" modifier.
I think the solution is to change the above basic principle in the AI diplomacy. Instead of "warring sours relationships" it actually should be "warring creates factions".
For example, suppose the current dipomatic situation is:
- Civ C dislikes Civ B
- Civ D likes Civ B
- Civ E is neutral towards B
Now, if Civ A declares war on Civ B then what should happen is:
- Civ B will hate the guts of Civ A because of the DOW.
- Civ C will like A slightly more than before because A is attacking a civ that C doesn't like. No doubt B had it coming and A's aggression is understandable and justified.
- Civ D will dislike A moderately more than before because A attacked a civ that D likes. Quite clearly A is the aggressor and B the victim.
- Civ E will dislike A slightly where it once was neutral. The cause of A might be just or not but nevertheless it disrupted the peace.
I.e. when you DOW someone then you anger that civ's friends but simultaneously gain support from it's enemies. This latter part is the key to creating factions dynamically and it's currently completely missing from the game as everyone will apply a negative modifier regardless whether it makes sense or not in the situation. If a DOW could cause both negative and positive reactions depending on whom you ask then the result would be that as the game progresses and civs war against each other now and then they would start to self-organize themselves into factions. Both negative and positive relationships would get reinforced through wars. The diplomatic field would start to make sense as interpreted by the human player.
Do you think it would be a good idea to allow your units to fight units hostile to an allied city state within its borders?
That would solve this problem and be historically accurate.
I find peace treaties to be very annoying: sometimes, the AI will suddenly give you everything it has for peace - at other times, it won't make peace for thousands of years even though it has never been a threat to your cities. If an AI agrees to give you 5 gold for peace, and you declare war on the same AI 3,000 years later, nobody will give you anything for peace ever again, even if it means they will be wiped out.
I hate it when the AI DOW's city-states. Particularly my allies. There should be ZERO diplomatic penalty for defending a CS you are allied with.
Perhaps the AI is aware that if you devour them entirley the rest of the world will label you a warmonger?