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Bill Ramey
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Although there are borders in SMAC, the AI seems to use "border pushing" as a tactic; in other words, the AI builds cities in such a way to push my borders back and even steal some of the squares of my cities--even pact brothers will do this. Is this a bug or are borders more fluid than I realize? Are there any good techniques for keeping borders relatively static?
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If your not in treaty of pact, borders have no effect.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:13
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This border thing is somewhat annoying if you're being a builder and wanting "nice" cities and/or following some preconceived spacing pattern.
It would be REALLY NICE if borders could be negotiated; it is no doubt too late for that to happen in SMAC/X, but we could lobby or at least hope for something in CIV3. It might be tricky to implement in some general way, but it seems to me that at a minimum, the two factions could agree to respect their current shared borders where defined, and where not defined (i.e. undeveloped or 3rd party territory) respect one another's current city radii such that no new cities would be built whose radius overlapped the other's current territory.
A way that this could be accomplished is for the program to save a mini-map for each of these treaties, which could add up to a significant amount of space, but I don't think that it would be prohibitive. I suppose a better method is possible, but if not then at a worst case each map could be saved as 2 bits per cell (coded perhaps as 0=neutral, 1=faction A, 2=faction B, 3=N/A). With that method, a map of 16K (huge?) squares would require 4K bytes to store the borders by this method. If you had deals with all the other 6 factions that would be 24K. If all the possible combinations of deals were present that would be 4K * (6+5+4+3+2+1) = 84K.
Presumably someone could think of more efficient ways to store this data but even if they couldn't, that would be no more than about 20% more space in the save files (keeping about 20% fewer game files on your disk would leave you even). I'm sure that this data could be compresed greatly by counting adjacent duplicates for example, but the added processing time to decompress all the tables each turn might be a bad trade off. If, as I think may be true, the game already keeps a separate map of the world from the perspective of each faction, then this information could be added to those maps less expensively where each square could have its ownership flagged as to whether it was a treaty square or not.
I find the offshore action a bit more annoying as in when an "ally" of yours puts down a sea base and starts producing from some sea squares you developed from a land city (at least you have some rights immediately adjacent to the land city).
The border action does have some game interest of its own in that one can nickel and dime the AI and get stuff from them too, although it tends to force one into having bases closer together than I would prefer. Then there is the bug that lets you change an infiltrated opponents labor allocation, which an exasperated human could use to make their own border deal with the AI.
If you're a more militant type, then the border game just gives you an excuse to start in on the interloper. One can usually get the AI to declare the vendetta if you probe them a few times - I'm not sure, but I don't think that probe actions hurt your reputation.
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Not really about borders, but about that infiltration bug, how come I can't do it? The worker allocation won't change?
Sorry for being a little off-topic.
I do have experience in sea bases where the AI stole my worked tiles by plunking a base next to my border. Spent the next 20 turns at war with her because of that. heheh.. 
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Shotgun
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What bothers me more than land border pushing is sea colonies that get placed way inside my borders. Sometimes they will even go into a "bay" past one of my cities if they are an brother and then "steal" my resourses. I wish there was a way to prevent it without destroying the pod and creating an enemy.
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KMadeleine
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Shotgun - you can try buying the sea colony pod with a probe foil. Of course, if you don't use it where the computer was going to build their city, they might just try the same tactic again and again...
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