message: AI conquerors that force war will break vassal relationships first
diff: @@ -171,6 +171,12 @@ class AIWars:
  return True
  + def declareWar(self, iPlayer, iTarget, iWarPlan):
  + if gc.getTeam(iPlayer).isVassal(iTarget):
  + gc.getTeam(iPlayer).setVassal(iTarget, False, False)
  +
  + gc.getTeam(iPlayer).declareWar(iTarget, True, iWarPlan)
  +
  def spawnConquerors(self, iPlayer, iPreferredTarget, tTL, tBR, iNumTargets, iYear, iIntervalTurns, iWarPlan = WarPlanTypes.WARPLAN_TOTAL):
  if not gc.getPlayer(iPlayer).isAlive():
  for iTech in sta.getResurrectionTechs(iPlayer):
  @@ -197,10 +203,10 @@ class AIWars:
  lOwners.append(city.getOwner())
  if iPreferredTarget >= 0 and iPreferredTarget not in lOwners and gc.getPlayer(iPreferredTarget).isAlive():
  - gc.getTeam(iPlayer).declareWar(iPreferredTarget, True, iWarPlan)
  + self.declareWar(iPlayer, iPreferredTarget, iWarPlan)
  for iOwner in lOwners:
  - gc.getTeam(iPlayer).declareWar(iOwner, True, iWarPlan)
  + self.declareWar(iPlayer, iOwner, iWarPlan)
  CyInterface().addMessage(iOwner, False, iDuration, CyTranslator().getText("TXT_KEY_UP_CONQUESTS_TARGET", (gc.getPlayer(iPlayer).getCivilizationShortDescription(0),)), "", 0, "", ColorTypes(iWhite), -1, -1, True, True)
  for city in lTargetCities:
  