"Militaristic"

I can accept that the AI finds me militaristic.  I just wish I knew why.

If I colonize, if I don't.  If I build warships, if I don't.  If I build "defenders", if I don't.  If I build constructors, if I don't.  If I build starbases, if I don't.  If I send them freighters, if I don't.  If I give them things, if I don't.  If I talk to them, if I don't.

Considering it's always the one negative thing preventing me from allying with the AI, I'd really like to know why it happens, so I can either prevent or cure it.

I honestly can't remember the last game I had where they didn't find me militaristic.

And it's not all of them, either, which strikes me as odd-at least at first; it seems to be contagious after a point.

23,916 views 13 replies
Reply #1 Top

I have no idea. I always seem to get that as well.

And you're right. I am 'militaristic' even if the only ships I have are constructors, and I have only 9 or 10 planets.

Makes no sense at all.

Reply #2 Top

I have seen complaints about this before, and I am about 90% certain that "militaristic" refers to the race in question, NOT to you. I believe this was discussed in a very old development journal but I'm not certain. However, I've always assumed that it's referring to the AI race and not yours, especially as it seems like races with the "militaristic" penalty indeed behave in a more, well, militaristic fashion. They also seem to have the War Party as their political party a lot (maybe a connection? Do political parties have any impact on the behavior of the AI in question?) As for how to deal with it, since it appears to be randomly generated at the beginning, I don't think there is a way. I usually don't have much trouble allying with AIs of my ethical bent regardless of diplomatic minuses (unless their military is much stronger then mine).

Edit: Theory confirmed. I just found the journal (link: https://forums.galciv2.com/91760) and towards the bottom, it lists "They are militaristic" as a cause for a penalty. Granted, it's very old (before GalCiv II was released) and some of the +/-s didn't appear to make it in, but I think it's clear that "militaristic" refers to the other race, not you.

Reply #3 Top

Great research, qrtxian!

One thing I had considered testing, but never got around to it, was the relative values for racial traits of defense or offense.

That is, I had intended to set up a series of 2-race sandbox games in the smallest galaxy, use pre-set make-up races, and iterate the values of those traits.  Real life intervened, and (as i said) I never got around to it.

Reply #4 Top

qrtxian, thanks.  I found a post or two on the subject, but nothing quite as authoritative as that.

I've come to notice that it is pseudo-randomly generated; it seems to be done so at the start of the game (although you can't see it until later).
But the question in my mind is still What can I do about it?

If you're able to ally even with a minus (or two), what difficulty level, and how long into the game?

And I imagine the correlation runs in the opposite direction-a militaristic AI tends to choose War Party.
Although, interestingly enough, due to the fact that I have the political parties set for my custom AIs, I have...get this...militaristic Pacifists.

Ironic, isn't it.

Reply #5 Top

If you're able to ally even with a minus (or two), what difficulty level, and how long into the game?

Tough difficulty - I'm about ready for Painful but haven't played any games yet - on DL (alliances may be harder or easier on the expansions); generally, mid to late game as it's usually after I've researched all the diplomatic techs up to Majesty or higher. In my experience, enough pluses can outweigh a minus, but the more I play, the more random alliances seem. I've had AIs who top me in every category become Close and ally, and I've had weak AIs who I could easily crush never ally despite a lack of any minuses.  I've had a few games as a good race that dragged out for years after the last major threat went down because I was roleplaying my alignment and trying to get a diplomatic win. Were I less patient I probably would have wiped out the remaining unallied AIs in a lot of those games. Keeping good relations with an AI is largely a matter of skill, but actually getting an alliance seems to require a healthy dose of luck.

How aggressive are those militaristic Pacifists in play, I wonder? (Edit: Actually, "militaristic pacifists" sounds a lot like the Peacekeepers mega event, when I think about it).

Reply #6 Top

I know that with the TA race options you can make a race "pacifistic" instead of "militaristic".  Maybe that will help lend some insight for you Sole.

Reply #7 Top

Quoting Silverbeacher, reply 6
I know that with the TA race options you can make a race "pacifistic" instead of "militaristic".  Maybe that will help lend some insight for you Sole.

If you mean Peaceful (Aggression), that's available in DA as well (unsure about DL), and I'm still getting Militaristic races.  Like, 80% of the time, even.

If it's something else, please enlighten me.

Reply #8 Top

I'd have to pull up the game to look at it, but I'm pretty sure if you go into the AI editor (that is the in-game start up section that allows you to customize the AI's intelligence/behavior) you can edit their militaristic tendencies and make them pacifists. and im almost certain that in diplomatic relations its *their* militaristic/pacifist standing that matters.

Reply #9 Top

I'm fairly certain that adjusting an AI's aggression will have no effect on whether they have the "- Militaristic" penalty in diplomacy, which is what Sole Soul is talking about. I can't be absolutely sure as it's not an option in DL, which is all I have.

As far as dealing with it, if it's really harming your ability to form alliances, my only solution would be to buddy up with the races that don't have it - there's always at least one or two, and I'm almost certain it's not "contagious" as the OP says. Probably all the races without were being killed off. That said, it really doesn't seem to make a huge difference to my games - the last time I focused on befriending the 'non-militaristic' races, they all declared war on me and died and I wound up winning in an alliance with the Terrans, Yor, and Korx, all of whom had the "militaristic" penalty. As I said before, alliances seem random like that.

Reply #10 Top

I'm fairly certain that adjusting an AI's aggression will have no effect on whether they have the "- Militaristic" penalty in diplomacy, which is what Sole Soul is talking about. I can't be absolutely sure as it's not an option in DL, which is all I have.

You can be certain, it doesn't. I tend to view 'militaristic' as an info that a race has chosen to pursue a militaristic victory, and this would always mean the end of all other AI's. However, that doesn't say now that at a certain point of the game they can't re-evaluate that and go for another victory type. But even if it's there, the negative effect of it isn't that great (at least, when compared to trade, pos. MR or treaties) and doesn't hinder an Alliance that much.

 

Reply #11 Top

After loading up TA, and adjusting the Aggression slider to 0 for the Drengin it did indeed result in a + Peace-Loving stat to be placed in the Relations screen.

My guess is that the numbers from TA were in DL/DA "under the hood", they were there and could be altered slightly by events/discoveries/tech/gameplay but usually not big enough shifts to say change a Militaristic into Peace-Loving (e.g. The Drengin start with a 70 aggression level; I'll have to check the exact number but I'm pretty sure that it has to be under 40 to be considered peace-loving)

So its much easier for a race like the Altarians, which start in the 40s, to become militaristic, than for the Drengin to become peace loving.

Reply #12 Top

Quoting qrtxian, reply 9
I'm fairly certain that adjusting an AI's aggression will have no effect on whether they have the "- Militaristic" penalty in diplomacy,

Exactly this.

In DA I have my races always set to "0" aggression, which results in them all having "+ peaceloving", but some als had additionally "- militaristic".

 

Reply #13 Top

Yes, as best as I understand it, the "militaristic" trait is randomly determined at the beginning of a new game and has nothing to do with the race's aggression slider.

Edit: Silverbeacher, what events are there that change a race's aggression? The only one I can think of would be the "ethical reversal" event where an evil race becomes good or vice versa. I don't know for sure it does, but it seems logical (one thinks good Drengin would be less warmongering).