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Jason
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Halifax, NS, Canada
Aug 1999 time: 05:16
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Would be a good idea, would it not? An automatic moving of your units out of their territory? I mean come on, a right of passage attack on the AI is pretty damned cheesy given their limitations.
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SerapisIV
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Hartford, CT, USA
Feb 2001 time: 00:16
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quote: Originally posted by ixnay37
Be careful there....you attack the AI under a right of passage agreement, and you won't be able to sign another one for the rest of the game... |
I wish the game was smart enough to recognize actual backstabs from diplomatic necessity. Here's my scenario:
I have a RoP with the Germans, even though all the AIs are at war with them. Even though I have RoP, I haven't used it in several dozen turns, and none of my units are within German borders, not even naval units. The Romans call up and ask for a Mutual Defense pact, being that I wanted to get into the German war before and get some of the spoils before the AI got everything I agree and accept the MutDef. The next diplomacy screen I see says that my MutDef pact forced me to declare war immediately, before I have a chance to talk to the Germans and demand so much that they declare war on me first. So now no one, not even my existing MutDef/RoP buddies will extend our existing RoP agreements, even though I never violated one. This sucks
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IronSpam
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Hoboken, NJ
Nov 2001 time: 00:16
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Hey speaking of using Right of Passage agreements to your advantage, has anyone ever tried this?
I've often played the Good Samaritan and sent a worker to clean up pollution on someone else's territory while a Right of Passage agreement is in effect. It also occurs to me you could irrigate, road, mine, etc. So long as you don't destroy land improvements, there's no treaty violation. I'm playing the Americans and their workers get in and get the job done pretty fast.
I'm planning a blitz of the neighboring Greek nation with a lot of tanks and infantry awaiting in transports offshore. It seemed better than trying to go across the land border and inch my way across. I'm sending a worker or two to fortify landing positions right next to enemy cities while it's still peacetime. The only downside I can see is that Alexander might occupy those positions while my forces are still on their way. But if it works, when the initial wave lands, those first few will have a chance to survive for the fight.
I thought of trying this while driving to work and am waiting to get home and do it. It would be funny if the AI caught on to this trick -- "Uh oh, the Americans are building forts again on my land, get ready for D-Day."
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Romulus
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IronSpam, that suggestion is underhanded, amoral , and completely repulsive......I can't wait to get home and try it.
On another note, I have a RoP with the Greeks (i am playing the Romans) while we were both attacking the Egyptians. The Egyptians are all but wiped out, and I am leaving the mopping up to the Greeks. So here I am with a whole bunch of Legions marching back through Greek territory, and it occurs to me that the RoP may only have a few turns left, and all those Greeks are off fighting the Egyptians....hmmm. Before stopping play late last night I moved my troops into good positions to attack the Greeks. If I let the agreement expire, I image that the next turn I will get the message, requesting that I move my troops and will have the ability to "declare war". Has anyone had any experience with this strategy? Will it work. I assume that my "reputation" will still be intact since *technically* I did not violate the RoP.
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allbad
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in a van down by the river
Nov 2001 time: 23:16
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Yes, I believe you can add fortifications. I (always playing the Americans) sent workers in to fortify Roman land on the threatening German border. We had a RoP. The only thing, is that the land was undeveloped except for roads, so I don't know if they'd freak out if you stuck a fort on their farmlands.
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Jason
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Halifax, NS, Canada
Aug 1999 time: 05:16
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Just so everyone knows, you don't even need a ROP to create fortresses on foreign soil, even if it destroys improvements.
When my territory had NO water at all to irrigate with, I had to send workers to England to "steal" water from them by irrigating their mine squares. AI didn't bat an eye, just fixed it when I was done.
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IronSpam
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Hoboken, NJ
Nov 2001 time: 00:16
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You mean even if you don’t have a Right of Passage agreement, the AI won’t be offended about a worker on their land? That’s actually funny.
Imagine screwing around with the AI’s economy with teams of Industrious workers that can build faster than they can. You could for instance wall someone in with forests that’ll take some time to knock back down. Or you could convert irrigated grasslands into mined grasslands, messing with a city’s food supply.
I suppose it’s all the same, you’re “improving” the land! Still, when it asks you whether you want to change the old improvement to the new one, aren’t you effectively destroying the improvement, potentially sparking an incident?
I’ll try it on someone and see whether there are any complaints.
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IronSpam
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Hoboken, NJ
Nov 2001 time: 00:16
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Did you have a Right of Passage agreement?
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Morganstern
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Birmingham, MI, USA
Oct 1999 time: 00:16
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In my current game, the Russians don't seem to care whether they have a ROP or not. No more than two turns after we negotiated her peace offering, with no ROP, her Knights and Pikemen are trampling across my territory. I'm allowing it for now, because they're no threat to my cities, and I'm in Democracy and need the period of peace. When this happened before, I was able to demand she leave, got the inevitable declaration of war, and defeated most of her offending troops. My guess is that will happen again.
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Jason
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Halifax, NS, Canada
Aug 1999 time: 05:16
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My worker was able to build two irrigations without being ejected, one of which destroyed a mine. Vive le difference, it's probobly just a tolerance issue.
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dissent
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quote: In my current game, the Russians don't seem to care whether they have a ROP or not |
I suspect this has to do with their power ranking or military size compared to yours. I had a game where I tried starting small, with just a few cities, and expanding with my military from there once I had some decent units. Of course the AI was far more powerful than I was and *nobody* honored my borders. They were all Polite to me and never declared war probably because I had done a lot of trading with them, but it really got on my nerves. The French would move 40+ troops through my city each turn when they were at war with a Civ on the other side. At first I started paying for RoP so I wasn't threatened, but after awhile I just ignored it.
In every game where I've been at or near the top of the power meter, all Civs have respected my borders.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:16
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I backstabbed the Russians but was able to sign a RoP with the Germans only 2 turns after that 'event'. So I assume it only goes for 1 civ at a time.
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HugoHillbilly
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Ontario
Nov 2001 time: 00:16
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It has to do with your power rating. Ive found the stronger you are, the bigger bully you can be and the more you can walk all over the AI. Look around in this forum for strategies on turning weaker AI nations into vassals for more information.
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