The changes that remove the added chance of a player being war leader should have been replaced by a willingness for an AI to compensate a human ally for fighting in the war. I understand that the player will screw over AI allies in war no matter what (this should be taken as a given at this point). However, the player can still do this in wars started by their allies. There is often no benefit for a player to fight in an AI lead war (except in the case where you get HRE bonuses as a result of winning).
Lets say Burgundy draws me (Austria) into a war against France. I can do my usual exploit southern France mountains as a leapfrog for taking all of southern France and their capital and get nothing in the end. Or I can sit back in Austria, uncheck the box where the war leader can negotiate for me, and let France decimate Burgundy's manpower.
If I fight, I lose manpower that is precious in the beginning years. If I do not send my armies to help burgundy, I lose nothing. If I fight, I can also try and peace out early, at the risk of the chance that my carpet sieging will cause the AI to peace out for what they want, with the downfall that I now have a negative separate peace modifier and a hostile ally.
I understand the idea of not helping a player blob, and also not feeding into the exploitive nature people have to AI allies. However, the game should be fun for the player first. Fight a war with little to no hope of benefitting in the end is not fun. While I generally appreciate AI behavior mimicking player behavior, this is one case that eliminates an entire part of the game for many people (and why some people refuse to even take allies).
What I am essentially asking for is an acceptance that many humans (including myself), will treat the AI as disposable, but the AI should not treat the human and other AIs in such blatant disregard. At the very least, compensation for the human works as a benefit to the AI. Instead of losing all their manpower and being in a possible worse off position from the war, they will have a better chance of getting their war goal. The AI allied to the human benefits in addition to human.
This could be a simple preference given by the human, such as a desire for provinces, a desire for money, or a desire to break apart the enemy. The AI would first take into account their war goal when making peace, followed by compensation to the player (based upon both battle and siege score they contributed), followed by any other gains they can make. This way the AI still gets what they wanted and the player gets rewarded for actually vein a benefit to their allies and not just a drain.
Lets say Burgundy draws me (Austria) into a war against France. I can do my usual exploit southern France mountains as a leapfrog for taking all of southern France and their capital and get nothing in the end. Or I can sit back in Austria, uncheck the box where the war leader can negotiate for me, and let France decimate Burgundy's manpower.
If I fight, I lose manpower that is precious in the beginning years. If I do not send my armies to help burgundy, I lose nothing. If I fight, I can also try and peace out early, at the risk of the chance that my carpet sieging will cause the AI to peace out for what they want, with the downfall that I now have a negative separate peace modifier and a hostile ally.
I understand the idea of not helping a player blob, and also not feeding into the exploitive nature people have to AI allies. However, the game should be fun for the player first. Fight a war with little to no hope of benefitting in the end is not fun. While I generally appreciate AI behavior mimicking player behavior, this is one case that eliminates an entire part of the game for many people (and why some people refuse to even take allies).
What I am essentially asking for is an acceptance that many humans (including myself), will treat the AI as disposable, but the AI should not treat the human and other AIs in such blatant disregard. At the very least, compensation for the human works as a benefit to the AI. Instead of losing all their manpower and being in a possible worse off position from the war, they will have a better chance of getting their war goal. The AI allied to the human benefits in addition to human.
This could be a simple preference given by the human, such as a desire for provinces, a desire for money, or a desire to break apart the enemy. The AI would first take into account their war goal when making peace, followed by compensation to the player (based upon both battle and siege score they contributed), followed by any other gains they can make. This way the AI still gets what they wanted and the player gets rewarded for actually vein a benefit to their allies and not just a drain.