November 6, 2001, 16:05
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#1
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Prince
Local Time: 11:12
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Allen, TX
Posts: 352
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diplomatic solution to AI encroachment
Yes, I've dealt with the problem of AI settlers trying to cross my land to get to a 1-2 square "open" spot in the middle of it. One frustration is when you finally get the diplomatic option to force them to leave, they are often placed right into the spot that they are trying to get to!
Here is the most straightforward and, I think, best solution. Once an AI crosses into your land, you can tell him to leave just like it is now. But after that warning, you should have the option to tell him, via the diplomacy screen, that any more encroachment into your land by military units or settlers will be considered an automatic DECLARATION OF WAR -- by them. This would be the exact opposite of the "Right of Passage" agreement.
That will keep out the AI 95% of the team, and it gives you the right to attack anyone that encroaches.
Of course, the AI will have the option to place the same restriction on you.
__________________
"Barbarism is the natural state of mankind... Civilization is unnatural. It is a whim of circumstance. And barbarism must always triumph."
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November 6, 2001, 19:50
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#2
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Warlord
Local Time: 11:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: MD
Posts: 184
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I must admit, I rarely have a problem with this. When the Computer decides he likes a little spot in my country and plops down a city, my borders usually swallow the city up.
__________________
'Ice cream makes computers work better! Just spoon it in..."
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November 7, 2001, 17:19
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#3
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Warlord
Local Time: 08:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Laguna Hills, CA
Posts: 175
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You can also simply place units on the "open" squares to prevent the AI settler from getting there. If there are too many open areas, you can just use 3 units to from a moving wall and prevent the settler from moving towards you.
Kinda cheesy, but think of it as providing an "escort" for their diplomats who are touring your lands...
__________________
I'm not giving in to security, under pressure
I'm not missing out on the promise of adventure
I'm not giving up on implausible dreams
Experience to extremes" -RUSH 'The Enemy Within'
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November 7, 2001, 17:22
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#4
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Warlord
Local Time: 08:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Laguna Hills, CA
Posts: 175
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Double Post. Friggin connection....
__________________
I'm not giving in to security, under pressure
I'm not missing out on the promise of adventure
I'm not giving up on implausible dreams
Experience to extremes" -RUSH 'The Enemy Within'
Last edited by David Weldon; November 7, 2001 at 17:36.
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November 7, 2001, 17:47
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#5
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Settler
Local Time: 11:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Pennsylvania
Posts: 12
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Re: diplomatic solution to AI encroachment
Quote:
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Originally posted by Ray K
Yes, I've dealt with the problem of AI settlers trying to cross my land to get to a 1-2 square "open" spot in the middle of it. One frustration is when you finally get the diplomatic option to force them to leave, they are often placed right into the spot that they are trying to get to!
Here is the most straightforward and, I think, best solution. Once an AI crosses into your land, you can tell him to leave just like it is now. But after that warning, you should have the option to tell him, via the diplomacy screen, that any more encroachment into your land by military units or settlers will be considered an automatic DECLARATION OF WAR -- by them. This would be the exact opposite of the "Right of Passage" agreement.
That will keep out the AI 95% of the team, and it gives you the right to attack anyone that encroaches.
Of course, the AI will have the option to place the same restriction on you.
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The computer players do have this option, I think. After multiple transgressions they will tell you that if you do not move it will be considered an act of war.
Hey, come my avatar doesn't show up on my posts?
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November 7, 2001, 20:54
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#6
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Settler
Local Time: 16:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: New York, NY
Posts: 2
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I still think they should add a Monroe Doctrine that would make it an act of war for the AI to place cities anywhere on your continent. But nobody else seemed to like that idea.
Xerxes
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November 7, 2001, 21:00
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#7
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Settler
Local Time: 16:12
Local Date: October 31, 2010
Join Date: Dec 1969
Location: New London, CT, USA
Posts: 14
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Settlers become immigrants after 3 turns.
or diplomatically...
"Welcome to . A visa has been issued to you for a temporary stay within our borders. Your extended stay will be taken as a desire to immigrate."
Last edited by AceCiv; November 7, 2001 at 21:33.
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November 7, 2001, 21:39
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#8
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Chieftain
Local Time: 11:12
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 68
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Re: diplomatic solution to AI encroachment
Quote:
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Originally posted by Ray K
Yes, I've dealt with the problem of AI settlers trying to cross my land to get to a 1-2 square "open" spot in the middle of it. One frustration is when you finally get the diplomatic option to force them to leave, they are often placed right into the spot that they are trying to get to!
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For all the complaining on the board, this is the ONLY thing that has really bugged me in my playing so far. It definitely gives me the feeling that I am playing a different game than my opponents.
I don't know about a solution, though, other than to consistently give the civ (human or computer) a choice between declaring war or being take back to the last square he passed through in his own territory.
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November 7, 2001, 22:36
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#9
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Emperor
Local Time: 16:12
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Minion of the Dominion
Posts: 4,607
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There already is an option of telling them to get out or go to war.
The only sollution for this that I can think of is to make it so that when you tell them to go out, they leave the quickest way possible, and will not enter again untill the "get out of my land" wears off. (standard 20 turns) Maybe this should only happen with the get out or go to war option, though.
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November 7, 2001, 22:49
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#10
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Settler
Local Time: 08:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Vancouver, BC, Canada
Posts: 3
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Re: Re: diplomatic solution to AI encroachment
Quote:
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Originally posted by old dog
For all the complaining on the board, this is the ONLY thing that has really bugged me in my playing so far. It definitely gives me the feeling that I am playing a different game than my opponents.
I don't know about a solution, though, other than to consistently give the civ (human or computer) a choice between declaring war or being take back to the last square he passed through in his own territory.
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While I unfortunately will have to wait until the Christmas holidays before I can play Civ3, I can honestly say this kind of constant micromaging fills me with dread. I don't want to have to keep track of countless encroaching enemy settlers *every turn* to shoo them out!!
__________________
The truth is a three-edged sword.
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November 8, 2001, 01:07
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#11
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Warlord
Local Time: 09:12
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Calgary
Posts: 192
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After many many hours of playing, I've come to realize one thing. As much as we HATE the trespassing, the AI suffers the same way. Ok, so it demands YOU live HIS territory. You do. Next turn, you go back. He demands again, you leave. You go back. Repeat ad nauseum. He's unlikely to declare war over it, unless he feels he can stomp you a bit (much like you on him), but he can't stop you any more than you can stop him.
The difference is the AI has the patience. It doesn't mind demanding you leave every turn. In my last game, I made myself happy to demand withdrawal every turn, and things were fine.
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November 8, 2001, 01:35
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#12
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Settler
Local Time: 16:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Atlanta
Posts: 8
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Personally, I think they need to check the AIs coding on borders, because the AI seems to have NO qualms what-so-ever with just tromping through your backyard, and building right up against your borders. It's about the only major problem I've found with the AI so far, and it makes me sad. I've gone to war in my games many times because some random civ wouldn't get the hell out of my territory, then after I toss them around some, and then make peace with them, the next turn they're running around in my borders again, and bam war is redeclared
I think the settlement rule should be changed so that its war to settle right along the border, because theoretically then you can get their city, but generally those cities really blow, and I, being a perfectionist about my cities, hate to have overlap because it's obnoxious when it comes to urban planning.
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November 8, 2001, 03:11
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#13
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Settler
Local Time: 11:12
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Virginia, USA
Posts: 12
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Yes, I also don't like AI settling near my border or between my cities. But I do the same to HIM. And, I think only a settler is not considered a "troop"(worker also), so you can pass through his borders and found a city on his backyard.
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November 8, 2001, 04:58
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#14
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King
Local Time: 18:12
Local Date: October 31, 2010
Join Date: May 2001
Location: appendix of Europe
Posts: 1,634
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whenever i ask AI to leave for the second time, it leaves, because there IS an option that further tresspassing is war.
__________________
joseph 1944: LaRusso if you can remember past yesterday I never post a responce to one of your statement. I read most of your post with amusement however.
You are so anti-america that having a conversation with you would be poinless. You may or maynot feel you are an enemy of the United States, I don't care either way. However if I still worked for the Goverment I would turn over your e-mail address to my bosses and what ever happen, happens.
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November 10, 2001, 05:34
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#15
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Chieftain
Local Time: 11:12
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 68
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Two things:
1. Godeater, just my opinion, but I don't think it's as bad as Civ2 in this regard. I have often told a settler to leave twice, and after the second time seen it turn around and go somewhere entirely different, typically a totally undisputed area.
2. I think people are complaining about three entirely different things in this thread.
First, that encroaching settlers cause a lot of wars... I agree, but I see this as realistic and far better than "arbitrary" wars over nothing at all.
Second, that this encroachment causes a lot of micromanagement... I agree, but don't think it's that bad unless your map is so big that no particular area means that much to you, in which case I would blame the size of your map. (I like the idea of huge worlds, but they really make move-to-move decisions feel less important.)
Third, that settlers are jumping forward through your territory when told to leave... I really believe this shoud be fixed.
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