[C3C] Anyone know why ships can over stay a warning?

vmxa

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If I ask them to leave, they get a stern warning in the game. The AI just ignores it. They move deeper and, if you attack you get flagged as the war starter.

I think I should be entitled to attack, if they do not leave, as they say they will. Not important to me,
but is annoying.

It just seems that any unit (ships or troops) that enters is fair game, once they ignore the warning.
 
vmxa, you are not the only one to ask that question: https://forums.civfanatics.com/thre...do-anything-smart.550199/page-2#post-13905873

I am very happy about any "trespasser", be it a land- or a water-unit, as since a longer time I am only playing mods with HN-units that can attack and enslave them. Per example CCM 3 holds pirate ships, the standard game privateers, pirate frigates and commerce raiders to solve that problem. If you
don´t have HN ships, you can try to block the path of those AI ships.

If remembering well, it lasts much longer until you can start a boot order (to leave your territory or to start war) against AI ships compared to "trespassing" landunits - but it is possible. Mostly the AI ships have left your territory or started an invasion before you are able to start a boot order against AI ships - but as written, this remembrance can be wrong, as I don´t have that problem since more than one decade.
 
That the AI does not have the same rules as humans, is where I see these types of issues. The AI can even boot workers, while humans cannot. They can rush wonders with MGL's All due
to lazy coding. The human interface enforces the restrictions and the AI was not made to follow the rules. Maybe that was intended, but I suspect it was just carelessness.

I did not want to spend resources to make a blockade or make privateers. As the AI cannot invade, I could just sink them and soon they would want peace.
 
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