It's not that simple. Clicking YES on that window incurs treaty breaking penalties. Which would make no sense if you don't have a treaty. The AI also uses that feature to always cancel attacks if the window would show up which they should not do for simply not being at war.
Bug. There's the wizard's pact icon but Tlaloc proposed a pact during his turn. I checked, and yep I can propose a pact to him. I think that the pact expired silently due to the close unit rule but something else had a higher priority - I defeated a common enemy AI - and made tlaloc not warn me. It might be something else...
You have no treaty with anyone, BUT Tlaloc has a Wizard's Pact with you.
There are two possible ways that can happen :
1. There is a bug that results in only one half being updated, which if exists, probably should have appeared already.
Or
2. Some sort of data corruption bug made either your pact go away, or theirs appear out of nowhere.
Even in turn 87, your pact wasn't there, so the wizard being banished can't be related. it happened some time earlier. I suggest going back one turn at a time (make a backup of all files first), and look for the first turn where you either don't have the wizard's pact icon, or have it and can't offer a wizard's pact to the wizard. Then replay the next turn and see if you can trigger a bug again somehow. If not, then I'll have no choice but to look at every place where the game updates treaty status for inconsistencies, but if I find none, it means it's a data corruption bug. It might be something as simple as addressing the byte data as a word somewhere (which overwrites an adjacent element in the array), or it might be something completely unrelated like going 500 over the bounds of a far away data structure, or simply running some broken instruction that does soemthing at random anywhere in the game.
Quote:5.44
-Amazon gains 1 defense, Thief loses 1 defense.
-Chance of Stoning to appear on random generated items is reduced. Due to its low cost, it was appearing excessively often.
-Random generated item types are now weighted : 2 Swords, 2 Axes, 2 Maces, 2 Bows, 3 Staves, 3 Wands, 8 Accessories, 2 Shields, 2 Chains and 2 Plates on average for each 28 items. Original was 1 of each type, which considering 6 types of weapons, 1 accessory and 3 armor was quite inbalanced.
-When a spell would be found in treasure but no spell of the appropriate tier is available, 200 gold/tier is added instead.
-If the human player is playing 4 or more Death books, AI will prioritize researching Exorcise, Holy Word, Cockatrices, Shadow Demons and Petrify more.
-Fixed bug : When a settler is produced from the last unit of population and causes the city to disappear, the production cost is subtracted from a random other city.
-Werewolves now have 4 resistance. (it's extra low because of the large figure count and low unit cost - most relevant effects apply on a per figure basis. They are also naturally immune to most low end resistance targeting spells except Exorcise, the primary reason for this change.)
-5.42 change “The AI will not use “move before shooting” tactic if Wall of Shadows is present : it risks moving to a position where shooting is no longer available.” should now work.
-Spell Charges are now allowed for Enchant Item but only up to uncommon.
-Halved the AI's priority to target ships with overland buffs
-Fixed bug : "you have a treaty, do you still want to attack?" message is skipped in sea battles.
-Regeneration is now a variable ability. Regeneration X has the same effect at end of turn as Regeneration, but means X hit points are restored during each combat turn. Regeneration spells and items grant Regeneration 2. Units have the following natural regeneration amount :
Werewolves : 1
Shadow Demons : 2
Great Lizard : 2
Behemoth : 3
Hydra : 7
Troll Shaman : 2
Other Troll units : 1
Amounts are subject to possible future change, especially Trolls.
If multiple effects apply, only the highest amount of recovered hitpoint count.
-Fixed bug : The “-1 to hit” effect from Terror doesn't always apply when it should. However, it will still only activate at the start of the next turn.
-Fixed bug : When a hero gains a level at end of combat, all other units afterwards in the same battle fail to gain exp and there is a tiny chance of data corruption.
Okay, so your relation was correctly the starting amount until the turn when you opened the tower. By the end of the next turn, the first turn of contact, it went down to -90.
I will rewatch that part of the video to see what was different, as opening the tower by itself wasn't enough to trigger the bug.
...you found a prisoner, attacked Tenshi's units and triggered an overexpansion warning for the end of turn for at least 2 other wizards, Reimu unknown as she has to say the greetings message anyway. Contact already existed by then - it happened during Reimu's own turn, although she haven't yet appeared on the mirror to introduce herself - that happens after every player ended the turn, and after the overextension and other end of turn diplomacy effects.
You are holding about 15 more cities than the threshold. How much penalty is, that, ugh. (3+Difficulty)*(1+0.2*Amount of excess cities)
That would be (3+6)*(1+15*0.2) = 9 *4 = 36. Double that for Lawful, we get 72. -18-72 = -90, exactly the amount measured.
So while I can't believe my eyes, this isn't a bug. Reimu just immediately realized you're a crazy expansionist who massacred an entire plane in just 7 years and acted accordingly. Well, that...makes sense, I can't say it doesn't. I mean, seriously, having 27 cities in 1406 would make any AI know what to expect.