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CerberusIV
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I find this a bit erratic. I had a German archer march right up to a city with one archer defending (the other defender was away dealing with a barb encampment) and when I challenged them they only promised to leave. Next turn Bismarck declared war and took the city!
I wasn't having that so I went back to the autosave, declared war and destroyed his archer first. But I could not force him to leave on my turn even though his unit was right next to my city.
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Traelin
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Miami, FL, US
Nov 2001 time: 00:24
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quote: Originally posted by ALPHA WOLF 64
I've resorted to using units to block them, but that always seems to harm my reputation even tho all i'm doing is protecting my own territory. |
It shouldn't harm your rep to merely block the AI units from moving across your territory. I used to make an entire line of units in my territory to impede AI progress, and it didn't seem to do anything to my rep.
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theNiceOne
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quote: Originally posted by ALPHA WOLF 64
It also appears that you can never force a settler to withdraw. As is typical late in the game, conquering any enemy city frequently opens up free territory and every civ will rush settlers there even if it means trespaaing across dozens of my tiles. I've resorted to using units to block them, but that always seems to harm my reputation even tho all i'm doing is protecting my own territory. Leave or declare war should always be a diplomatic option. Its inexcusable that the AI was programmed for the AI settlers to ignore borders. |
It's not entirely correct that you can never force settlers to withdraw, but non-military units can stay very much longer than military before being forced to withdraw. The same applies to the human non-military units inside enemy borders: Your explorer can stay up to 32 turns in enemy territory before being forced to leave - the same goes for enemy settlers inside your territory. If they stay at least 4 squares away from any of your cities, then it takes 32 turns before you can force it to leave.
If it is accompanied by a military unit, then you can force it to leave within a few (max 4 IIRC) turns though.
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justjake73
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quote: First off, if India is sending troops into your territority, it's a good sign that your military could use a bit of beefing up. If your strong in comparison, they won't want to risk triggering a war they might lose. |
I was, and still am, stronger than the Aztecs. They sent 2 units into my territory, I said leave -"OK" - They moved further in - LEAVE! - "OK". They moved onto one of my irrigated tiles - LEAVE OR DECLARE WAR! - they declared war, I took 4 of their cities!!
It may be that Monty is more aggressive than Gandhi, but comparative strength does not always seem to matter.
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Flandrien1
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I believe that if you ask a civ to leave your territory several times ON THE SAME TURN, you eventually get the 'leave or declare war' option.
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theNiceOne
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Flandrien: Whether or not you get to force the enemies out is a factor of: Number of military units, number of non-military units, how close they are to your closest city and how many turns they have been in your territory.
How many times you ask the to leave doesn't matter.
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Flandrien1
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Sorry to say this, but it does matter.
(The option comes back until all units are finally gone.)
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bongo

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TRBNGR
Sep 1999 time: 06:24
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I found this on my harddrive:
The test proved a few things:
* The human player can stay within enemy territory exactly as long as the AI before the "leave or declare war" comes. So no cheating here.
* The number of turns a unit can stay inside enemy territory is dependant of number of military units, range to closest enemy city, and number of non-military units (which counts much less than military units). Type of military units does not matter, so a MA can stay exactly as long as a warrior.
* When forced to leave, a unit is teleported to the closest uncontrolled or friendly controlled square. This may be unsettled territory on the other side or an otherwise unavailable island (since galleys are teleported to a coast square).
The rules for this is the same for the human and the AI, so you can get your units teleported as well.
One difference between the human and the AI is that the AI usually sends only one settler/spearman combo, and can therefore stay up to 4 turns before we can force it to leave, while the human player tends to consentrate its force a bit more and send in several military units at the same time, which kicks off the "leave or declare war" option after only a turn or two.
So if you want to get several units past the enemy, send them in one at a time, and the enemy must let them pass, just as the human player must.
It's from a test some apolytoner have done(sorry, don't remember your name, forgot to write it down)
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theNiceOne
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Bongo: It was I who did those tests (and wrote what you quoted). I started a thread on CFC after having done a few tests, and this thread can be found here.
When doing these tests, the AI would always ask me to leave the first turn, and then force me a few turns later. I would always get the option of forcing the AI out the same turn that I was forced out, even if I hadn't asked them to leave at all before that.
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theNiceOne
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Bongo: Not only do we have the same flag, but we also live in the same location: Lørenskog. Do you have PTW? It could be interesting to try a LAN MP (I can play on my laptop).
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All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
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