Announcement

Collapse
No announcement yet.

Preventing the "hey, you're too close" issue

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Preventing the "hey, you're too close" issue

    Here's the deal:

    I'm a peaceful player, and 90% of my Wars-Not-Started-By-Me are caused in part because of the "our close borders make us all uppity" negative modifier. I know it seems odd - it's only a -1 or a -2 - but it's usually enough to turn an AI from Nice to Pissed.

    Is there any way to prevent this, outside of playing island maps?
    It's a CB.
    --
    SteamID: rampant_scumbag

  • #2
    You will always get the -1 or whatnot from your borders touching.

    However, I'll lay odds that this is not the primary reason you are being attacked. There are a number of factors outside of what is displayed on the attitude meter that contribute to it. AI "personality", how strong your military is, etc.

    So, if you start next to an aggressive person, and you are perceived as weak (and an aggressive AI builds TONS of units), chances are you will be attacked just cause they think they can weaken/kill you. No matter how friendly relations have otherwise been.

    Want to be attacked less? Build a massive military. AI's can be pissed at you and still too afraid to attack you.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

    Comment


    • #3
      Burn down their border cities.
      THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
      AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
      AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
      DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

      Comment


      • #4
        Originally posted by LordShiva
        Burn down their border cities.
        the penalties from razing their cities and declaring war will far outweigh the close borders penalty.

        Comment


        • #5
          Originally posted by jbp26
          the penalties from razing their cities and declaring war will far outweigh the close borders penalty.
          But it's more fun.
          THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
          AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
          AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
          DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

          Comment


          • #6
            touche.

            Comment


            • #7
              Building a huge army sort of defeats the purpose of being "peaceful". Also, I am not going to spend resources on a huge military unless I intend to use it.
              "Cunnilingus and Psychiatry have brought us to this..."

              Tony Soprano

              Comment


              • #8
                Originally posted by LordShiva


                But it's more fun.
                lots more fun.

                Or another solution is to conquer the civ completely or make them capitulate.

                Comment


                • #9
                  Originally posted by MasterDave
                  Building a huge army sort of defeats the purpose of being "peaceful". Also, I am not going to spend resources on a huge military unless I intend to use it.
                  Unfortunately, there seems to be no other way. This seems to be coded into the game similar to civ3. If they see you are weak militarily, they will attack you.

                  Comment


                  • #10
                    Isn't that the premise of the Rome scenario? Each culture desires peace, on it's own (read - dominant) terms? in other words, Pax Romana.

                    Comment


                    • #11
                      Originally posted by jbp26
                      the penalties from razing their cities and declaring war will far outweigh the close borders penalty.
                      But it gives you a nice buffer zone from which to pick off their units.

                      Alternatively, you can just raze the rest of their cities too.

                      Comment


                      • #12
                        Close borders is something you can manage. Close borders is not caused by close borders per-se, rather it's caused by intruding culture. If your borders are entirely outside of the AI's city radius then I believe it should not cause close borders. For example if you found a new city right next to an AI city (ie 2 tiles away) and do NOT create any culture in it, then that city will NOT cause close borders - but if it was the AI's city then it WOULD cause close borders, because much of it's radius is consumed by foriegen culture.

                        Thus to avoid close borders you need to manage culture in border cities - basically don't generate more culture than needed to generate a little breathing space. For example if your city and there city are seperated by 4 tiles, you want both cities generating equal culture. If there is only 3 tile seperation, you want to generate a bit less culture, so their city claims the contested middle tiles.

                        Whether you WANT to do this or not is entirely up to you and how badly you want good relations with your neighbour. Also sometimes the AI will just be a dumbass and found a city really close to your borders - flipping the city will solve that and pre-emptively you can try strategically founding cities to deny those spots where the AI might try to found. For example say there are 4 resources, you could place a city in the center of all 4, but then an AI will probably try to sneak a city in and steal 1 or 2 of those 4 resources, so instead you would found 2 cities in such a way to make the resources unstealable - after all there is the 2 tile minimum seperation between cities. I've only done this in practise a few times, but it has worked.

                        Comment


                        • #13
                          I just played a game where my close neighbor was Louis. We shared the same religion and the only negative modifier was the "close borders." I had the number three military, so I wasn't inviting attack.

                          Attack he did. I think the reason for the attack is that I had him pinned in a penisula and that was his only possible means of growth.

                          I've had similiar situations in the past, so I believe that "growth room" is a powerful motivator for the AI to go to war.

                          Comment


                          • #14
                            Lebensraum, a primary stated reason for several real-life recent wars.
                            No matter where you go, there you are. - Buckaroo Banzai
                            "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

                            Comment


                            • #15
                              Originally posted by Stickyman
                              I just played a game where my close neighbor was Louis...

                              Attack he did.
                              Louis always attacks... doesn't really matter much what the situation is.
                              Keep on Civin'
                              RIP rah, Tony Bogey & Baron O

                              Comment

                              Working...