Warning when near another Civ's borders is a horrible mechanic

I never found the border warning difficult to avoid. Just put your units one tile away from their borders instead of all up on them. They'll never suspect a thing.
^Pretty much. Complaining about this mechanic is almost brow-raising worthy but, anyways, the new ignore option seems like it will suit you.
 
for me the option should have been:

1) merely passing through. (some kind of excuses. should be followed be troop withdrawal. can lead to war in short term if no troop withdrawal is done. if breached increase (by a big amount)the diplomatic tension with all the nations and start war immediately.)
2) demand tribute. (make a demand to avoid unnecessary war. increase diplomatic tension with that nation. can lead to war in the long term.)
3) ignore the messenger (increase (by a small amount) the diplomatic tension with all the nations. can lead to war in the short term.)
 
I thought we were discussing the Civ 5 implementation. I agree the ignore thing makes no sense.

The Ignore thing allows you to use an actual CB. What would be better would be 2 options:
* I'm not planning to attack you; my troops are passing though. (as current)
* Heads up, I'm planning to attack you soon. [does not actually declare war, the AI will start moving troops to the border, but you get a significant reduction in the warmonger penalty for declaring war in the next few turns (just the war declaration - it's still the same cost for taking cities)].

If this were in they'd probably need to put in a diplomacy option to get the same "I am about to attack you" declaration though (which would stop the AI from challenging you on your troop placement - they know what you're here for).

Actually this:
for me the option should have been:

1) merely passing through. (some kind of excuses. should be followed be troop withdrawal. can lead to war in short term if no troop withdrawal is done. if breached increase (by a big amount)the diplomatic tension with all the nations and start war immediately.)
2) demand tribute. (make a demand to avoid unnecessary war. increase diplomatic tension with that nation. can lead to war in the long term.)
3) ignore the messenger (increase (by a small amount) the diplomatic tension with all the nations. can lead to war in the short term.)

is a pretty good idea as well.
 
How would that make more sense? ^^ In terms of immersion no empire would tell another empire: "Oh yeah, we'll attack soon, get ready." - they're either ready to attack or that messenger that was sent mysteriously vanishes during his mission.

In terms of gameplay.. I'd hope "ignore" is already coded in a way to signalize to the AI that the player is planning to be aggressive and changes their priorities, so the player still gets their first strike, but the AI is hopefully somewhat prepared.

But of course that comes with a different set of problems. Move up towards and AIs borders just to "scare" them into "prepare for war"-mode, click ignore and then don't do anything.
 
What should happen is your troop buildup is met with an AI troop buildup / relationship ding and maybe a sidebar warning like you get when you trespass in City States. 'India interprets your troop movements near their borders as provocation.'

The Civ 5 mechanic was imbecilic. Why can't I do it to the AI? Why does the AI need to know why I'm redeploying five units away from it down a road that's solidly in my territory? Why is the enforced truce so bloody long?
 
It is then a bit like a question "are you an idiot?" with the answer options in Civ V like, "yes" and "maybe", whereas in Civ VI they have added the firm "no" to that list. Sounds like fun, surely.

Actually, this is where the denouncement thing could come in handy, without any dialogs. For example, you have acquired a certain warmonger penalty, and then if Civ A sees your troops next to her borders you are denounced by them (or not, depending on your relations). This could at least count as an attempt to save this whole "troops near borders" thing.
 
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