Yes you are reiterating my rant from a few pages ago and are switching topic to that when you first claimed players acted this way as inspiration from AI.
The AI certainly will do this to both human and AI alike if you let it, and thus it's expected behavior to use in MP if it's perceived as effective. This meets the standard for inspiration. It doesn't matter what the AI's "reason" is wrt inspiration; simply observing the effects is sufficient. Do you dispute this definition? I'd prefer to avoid arguing semantics if possible. We both know what's happening in-game and we both know that humans and AIs alike do it, for different reasons...but they both do it, hence inspiration.
I made that statement based on personal experience, having observed since pre-AoW days what happens when AI camp each other, then seeing the rules changed so it could be done to human players also. Given the large player base, I doubt I'm alone.
You went on to say this:
It's not, it is commonly used when you want to completely break another player so he can't recover.
If the scope of your argument is that the AI doesn't "think" or have "intention" like a human does for the effect, it's more "statement of fact" than argument, and it doesn't refute my point. However, in this very post you brought up the topic of player motivation. Yes, it is used by players to break each other beyond recovery.
I pointed out that the mechanics both allow for and directly incentivize this behavior, that it does not appear to have been made illegal in this MP game, and that it is no more inherently unfair than full annexing someone who isn't as large and thus can't survive giving away 100% territory. You have yet to refute these points, but they are the reason that a player would conclude that this potentially AI-inspired tactic is legitimate in the context of a MP game without rules against it. Not only is it legitimate, but it is no more unfair than *any* other basic tactic in the game, and no less.
I would not have gone down this path of discussion if you didn't bring up the issue of player motivation. You got camped because the person doing it thought it was the best method given his position, and the game rules both allow and encourage it.
The AI will guaranteed peace when it gets what is its strategic goals
This is not a consistently accurate statement regarding EU IV AI behavior and has not been since I started playing in 1.3...
You are now just slapping on the AI argument to it and switching it to fit your view so you can feel right even though your initial comment was off and to add on to it are derailing a thread even though I told you to not to
The AI argument was my first argument. I went on to talk about incentives when you mentioned that the human's line of thinking is different.
I already said I am working on fixing it, why do you insist on complaining about it and bringing up your specific pet peeves and ad-hocing it to the issue?
Because neither unconditional surrender nor revanchism will change the fundamental incentives driving this situation. At best, you will stop this particular tactic if you consider every possible loophole imaginable (something EU IV doesn't have a consistent history of doing, I cite this game as an example, and given large #people not something easy to do). But it still leaves the issue of "rebels can do this nation more damage than my war score can", and still creates incentive for players to push total war and damage each other beyond war score.
That incentive doesn't have to exist. Wars in this game are costly. This issue would be non-factor if the perceived benefit didn't align with the cost...and once upon a time in MP, players didn't do this because it wasn't worth the cost. Those "pet peeves" you brought up directly altered the incentive structure to the point where players see benefit in doing this. My concern is that I see no way a surrender mechanic will completely address the issue, in SP or MP.
Finally, my intention was not to derail this thread. I continued discussion because you answered me. I continued this discussion in this thread in particular because the game provided a concrete example in context that showcases the frustration of a player under these mechanics, which occurs in both SP and MP (regardless of reason). I believe it to be something fixable, but not through surrender alone, and a game that shows the incentive and the losing player's reaction so clearly is a reasonable place to discuss the action.
These are not "random complaints", every single mechanic I called out directly contributes to *why* a player wants to camp someone to ruin them. Hopefully, this also serves to show why this was not a significant issue back in, say, 1.5.
I don't believe I can provide a more in-depth explanation of my position than this, so I'll rest on this argument unless something new comes up.