If a player asks the AI to please stop doing something, as far as I can tell, the request actually does nothing to alter the offending behavior, regardless of whether the promise is made or not. Anyone who has access to the code, correct me if I'm wrong, but it certainly seems to be the case with most if not all promises.
Ask the AI not to convert your cities, and it will continue to--in a very automatic and rote fashion--send a religious unit over to flip any city settled if you don't get there first. The AI does not care about its promise. The Ai does not care about racking up a grievance. Effecting a behavioral change does not seem to be the design intent. What the design actually does is provide a means for the players to rack enough grievances to then go to war without a warmonger penalty. Love it leave it, this seems to be how Civ VI rolls.
The real problem comes with alliances. Once you have an alliance, no grievances are accrued. There's still an option to Ask for a Promise, but the consequence of breaking the promise is gone. My pal Elllie here is still running around poaching my new cities, but she's grievance-free.
Joke's on her. I will eventually holding my faith in reserve and when I do I will not poach her baby cities. I will just go in and just wipe her religion out wholesale (something the AI never seems to do, even when overtly hostile). And nobody will bat en eyelash, because we're allies. She might ask me to stop, but there's no consequence if I don't. When the alliance expires, there's no devil to pay. Eleanor's chances of religious victory are gone, but as far as she's concerned she's happy to renew the alliance.
Same goes for attacking each others' suzerained city-states or forward-settling or spying on each other. An alliance is not based on mutual trust and good-faith. Rather, an alliance nullifies the need to act in good faith. It's a license to abuse. Seems kinda, like, not the way they should work.
Ask the AI not to convert your cities, and it will continue to--in a very automatic and rote fashion--send a religious unit over to flip any city settled if you don't get there first. The AI does not care about its promise. The Ai does not care about racking up a grievance. Effecting a behavioral change does not seem to be the design intent. What the design actually does is provide a means for the players to rack enough grievances to then go to war without a warmonger penalty. Love it leave it, this seems to be how Civ VI rolls.
The real problem comes with alliances. Once you have an alliance, no grievances are accrued. There's still an option to Ask for a Promise, but the consequence of breaking the promise is gone. My pal Elllie here is still running around poaching my new cities, but she's grievance-free.
Joke's on her. I will eventually holding my faith in reserve and when I do I will not poach her baby cities. I will just go in and just wipe her religion out wholesale (something the AI never seems to do, even when overtly hostile). And nobody will bat en eyelash, because we're allies. She might ask me to stop, but there's no consequence if I don't. When the alliance expires, there's no devil to pay. Eleanor's chances of religious victory are gone, but as far as she's concerned she's happy to renew the alliance.
Same goes for attacking each others' suzerained city-states or forward-settling or spying on each other. An alliance is not based on mutual trust and good-faith. Rather, an alliance nullifies the need to act in good faith. It's a license to abuse. Seems kinda, like, not the way they should work.