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[Vanilla] Belligerent Allies

Discussion in 'Civ6 - Strategy & Tips' started by Mrmyx22, Feb 28, 2018.

  1. Mrmyx22

    Mrmyx22 Chieftain

    Joined:
    Feb 13, 2018
    Messages:
    36
    So I accepted an alliance with Pedro to get the eureka and he promptly moved a large army to my border and occupied two of my campuses with warriors. This lasted the entire alliance. 3 turns after the alliance ended he was still there but offered to renew which I accepted fearing a war. He promptly increased his army...and the occupying warriors have not budged. I have a great scientist I cannot use because of this.

    Is there any way to force him to move his warriors?
    Shouldn’t the warriors have been kicked out when the alliance ended?
    Am I going to have to resort to immediate war when the alliance ends to protect myself?
    Are alliances always this bad an idea?
     
  2. HyJinkx

    HyJinkx Chieftain

    Joined:
    May 17, 2015
    Messages:
    50
    Gender:
    Male
    Location:
    Planet Earth
    I upgraded to R&F and haven’t seen this problem since then so I figured it was something fixed in the patch and not the expansion. It must be so he can have plenty of room for all those great people he plans on recruiting since he’s always so mad at me when I get a couple.

    You could try getting him to join a war against another neighbor of his and hope he moves the troops away to protect his land or attack them. It does get annoying to have them just camping all over your lands but you need to close boarders to stop it if he continues.
     
  3. Victoria

    Victoria Regina Supporter

    Joined:
    Apr 11, 2011
    Messages:
    6,883
    I open my border often for 1 GPT because every little helps but I will always be careful with a direct neighbour before doing so because of this. I have not seen it in R&F but then I am careful with the belligerent ones.

    So as soon as troops start moving in you just have to start building an army just in case. When it comes time for renewal, declare friendship as that does not require open borders and still gets you 30 turns of peace.

    If you are in a camped situation the moment you have enough defense troops you should declare war on Pedro because
    1. He will get more WW than you (you get formal war penalties and he gets surprise and also you are on home turf) and eventually sue for peace for good money as long as you keep attacking his troops
    2. He will initially be pushed away from your borders which allows you then the initial movement phase to get those good bits of heavy ground he had camped. Its all about getting your troops on wooded hills. +6 to +16 and the slower movement getting to you makes all the difference.

    The feeling is scary with all those troops, the reality if you are the one declaring war is Pedro is not a good general and its easy to deal with. A fortified healing warrior in home territory with an archer behind it is rather strong.
     

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