Waging war to protect boundary should not suffer backlashes

Zengkai Jau

Chieftain
Joined
Mar 17, 2017
Messages
3
My play style is more focusing on tall cities, so I usually expand slowly and choose better spots for my new settlements, and I don't want ai to steal my land by settling cities just on my boundary.
But the fact is that most ai just expand too fast in the early game, claim the best spot with early settlers, and always build the city just near my border. They usually just ignore my advice not to settle too close, and If I wage war to raze their new found cities beside my border, I suffer a lot from diplomat penalty, and also the -20 impact on the relationship for razing one of their cities would never be lived down.

I wish there would be some change to punish the reckless early fast expansion, or at least bestow some corresponding risks to this play style, especially settling just on other's boundaries.
For example, waging war against the ai who settles too close should cause no warmonger penalty; and razing new found cities within certain turns should also not cause negative relationship impact, since I would not complain ai over razing my new found cities because I expand too fast. Razing or annex a city which is found long time ago should cause backlash, but I just suppose the -20 impact in the relationship should be lived down over time.
I believe these may cause more dynamic changes like more wars to protect your own land, and keeping a proper size of army early in the game would make more sense, and this would be a lot of fun to battle with ai for the best settlement spot, and founding a city early doesn't mean it's safe given that annexing or razing it cause no more diplomat penalties within certain turns.
And also the reckless expansion style should now have some appropriate risks, which can courage protective play style and more prudence in choosing new settlement spots. Moreover the relationship between ai and player, and even btween ai themselves would be much better and under control.
 
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You can try capturing the city, swapping the desired tiles to your own, then return the city in a peace deal. This normally results in next to no warmongering penalties, and higher war reparations.

Doesn't always work if the AI place the city at minimum settling distance.
 
You can try capturing the city, swapping the desired tiles to your own, then return the city in a peace deal. This normally results in next to no warmongering penalties, and higher war reparations.

Doesn't always work if the AI place the city at minimum settling distance.
Yep, I like this option. Thx for your suggestion. However it would not work very well against the opponent who has culture bombs.
And I think razing new found cities of the player who expand too fast should become a viable choice, for we can not just make one play style too advantageous and awarding.
 
Reduce the number of civs on your map (so everyone has more space). Play on the True Start Location Earth and set it up so you have a more isolated start.
 
Reduce the number of civs on your map (so everyone has more space). Play on the True Start Location Earth and set it up so you have a more isolated start.
My suggestion is intended to improve the coherence of reasonable razing, warfare and diplomats alongside with dynamic interaction with a bunch of civs, and I wish different play styles can be viable and balanced. Thus the best way to deal with the interference is not to avoid other civs, but to improve the warmonger mechanics.
 
Believe me, you would hate it if the AI came in and just razed one of your cities because they thought that was their land. You spend 10 turns (depending on game speed) to build a settler, move him over there, take that (maybe valuable) spot, and then someone comes in, conquers the city and then burns it to the ground, basically making all your efforts useless.
 
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