wars

amishdemon

Chieftain
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May 23, 2008
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i need help becuase no matter what when i play warlord difficulty i always get DoW on by some one so i need help on how to stop this. (last game i was at war with two people then peaced with one and he was friendly with me WTH)
 
Part of it is keeping your power rating up: this means researching military techs (Archery, Bronze Working, etc), building military buildings (Barracks, etc), and most importantly, building military units! The AI (if I understand correctly) is programmed so that at a given point in time, it decides to declare war on someone, then looks around for who is weakest and attacks that civ. Moral of the story: don't be the weakest. :p

The other major part is diplomacy. Don't always hold on to techs you research like a little scrooge. If the AI comes knocking at your door demanding you hand over your hard-researched Code of Laws, give it to them. You'll notice they stay a hell of a lot friendlier that way. Give in to AI demands from time to time and you'll be better off for it - plus, you can make demands of them in return! But don't try to please everyone - it's impossible. Use the diplomacy screen (F4) to see who likes and dislikes who, and decide who you're going to side with. Religion is a powerful tool for diplomacy - some leaders (like Isabella and Hatshepsut) will get very friendly with you very quickly if you share their state religion; but the reverse is also true (fear the zealous wrath of Isabella!).
 
In the early game, the first Three cities should be thus:

Capital, either production based (Early Unit Pump+building Research) Food based (Build Library, run scientists, whip) or Coin Based (Money, and almost just money, it woun't grow way past the happy cap probably)

Production City+Military Resource: A Military Resource often gives high Hammers by itself, and a few surrounding hills, at least one food resource, and you can build constant MILITARY except for gaps for Granary, Barracks, Forge and the ociational Happy/healthy building

Worker Pump: If you get 2 Food resources and 1 Plains hills you are good to go. Even with 2 Plains Cows, that is 8 food, 7 hammers with 3 pop, and that gose into 9 production of Settlers and Workers by itself! With 2 more grassland hills and 1 Farm, at 6 pop you will have 13 food and 13 hammers, a total of 14 production of settler/worker! At the earlier pump it is Worker (7 turns, 3 overflow) Settler (12 turns, 8 overflow). At the later pump, possibly with a religion +1 happy resource, it is (5 turns worker, 10 overflow) (8 turn settler, 12 overflow)

These are just sample cities that I personally got. With my Military and Capital producting units, and my Worker Pump pumping out workers and building beakers when growing, I quickly REXed 7 more cities, improved their strong points, set them into 'Provinces' and to continuing pumping units, military or otherwise, after basic city improvemetns. By 0 AD and some luck (Organized Imperalistic of the HRE :)) I had 14 cities in Noble, of which 4 are Military Pumps, 2 are pumping workers, 3 are building wealth to help me recover with the rest developing. (Wow, I should make a REX Strategy Guide... Should I?)
 
henrebotha's advice above is excellent.

In addition, watch out for WHEOOHRN. This stands for "We have enough on our hands right now". This is the text that appears beside a leaderhead in the diplomacy screen when you hover the mouse pointer over a red-lined leader name under "Declare war on". This means that the AI is unwilling to declare war because they're getting ready to declare war (ironic, no?). The AI probably already has a target in mind. It could be you, especially if they're a neighbour and their diplomatic score with you is less than "Pleased". (Be warned, however, that some of the scummier AI leaders will DoW at "Pleased". IIRC, none of them are supposed to DoW at "Friendly".)
 
henrebotha's advice above is excellent.

Half of it is. The part about the AI targeting the weakest civ is bogus.

The AI's target has to be below a certain threshold in terms of power (varies by AI leader). Once power level is below that threshold, the AI doesn't care whether its target has 1 unit less or 0 units total.

In order to prevent declarations with power, you need up to around double some of the AI's power, though a lot are more reasonable and won't declare if you're around their own power. On warlord, you can definitely make enough units to prevent a DoW, but as you move up you'll find that using diplomacy to avoid dogpiles is necessary.

None of this means you shouldn't build units though. If you DO have someone declare on you, you'll need something to repel them even if those units didn't deter war. At least they deter the loss of cities ;).
 
In order to prevent declarations with power, you need up to around double some of the AI's power, though a lot are more reasonable and won't declare if you're around their own power.

Where can we find the power thresholds at which the various AIs declare war? I've found Anion's downloadable reference charts very useful for seeing who declares at pleased, who likes who etc, but didn't spot anything in them about power thresholds for declaring war.
 
Where can we find the power thresholds at which the various AIs declare war? I've found Anion's downloadable reference charts very useful for seeing who declares at pleased, who likes who etc, but didn't spot anything in them about power thresholds for declaring war.
I believe this one is hidden in the 'attack courage' value.

Ghandi reasons like this: Hmmm, I spot a longbow and a worker in his empire... It isn't a fast worker, what a lazy bum! That longbow looks nasty though... Those arrows could really hurt some one! Oh noes! Better to remain in peace.

Shaka reasons like this: Tanks!? Macemen, CHAAAARGE!!!
 
I believe this one is hidden in the 'attack courage' value.

Ghandi reasons like this: Hmmm, I spot a longbow and a worker in his empire... It isn't a fast worker, what a lazy bum! That longbow looks nasty though... Those arrows could really hurt some one! Oh noes! Better to remain in peace.

Shaka reasons like this: Tanks!? Macemen, CHAAAARGE!!!

Which is actually a very accurate depiction of his real-world self, except replace "tanks" with "riflemen" and "macemen" with "impis". :p Can't say the man wasn't brave.
 
Anion's notes say "attack courage" refers to "AI combat odds (extreme - more AI attacks at lower combat odds)". I interprete that to refer to tactical combat, so an AI combatant with above normal courage will actually tend to be a weaker combatant - suiciding units at bad odds. But you think it also affects declarations of war?

I did wonder about the "aggression level" which refers to "war planning probability".
 
Anion's notes say "attack courage" refers to "AI combat odds (extreme - more AI attacks at lower combat odds)". I interprete that to refer to tactical combat, so an AI combatant with above normal courage will actually tend to be a weaker combatant - suiciding units at bad odds. But you think it also affects declarations of war?

I did wonder about the "aggression level" which refers to "war planning probability".
that may be it as well, I will have to take a closer look. I am not too sure about this question then.

Can you spot a value that all the well-known warmongers have in common that the peace lovers do not?
 
Thanks for the link. I don't claim to fully understand it all, but it seems that the thresholds for declaring war are not linked to anything in Anion's reference charts but are provided in DanF's LeaderHeads_317.zip. The power ratio stats for AIs are in the range 0.8 to 1.3. We need to scale them by 1.5 for total wars and 0.67 for dogpile wars.

However, my reading of DanF's work is that knowing the power ratio stats for AIs may not be that important for my gameplay (unlike knowing who declares at pleased, for example). I am typically not going to be powerful enough to get over the thresholds - as a pacific builder, I tend to hover around 0.6 in the vulnerable pre-rifling stage of the game.
 
Correct, power doesn't affect the declaration mechanics unless you're over the threshold. The power ratings aren't in dj_anion's guide iirc. But the maxwarrand values DanF is talking about are under aggression level:

aggression level very high means maxwarrand of 50
high means maxwarrand of 100
medium means maxwarrand of 200 etc....
 
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