You promised to move your troops away but you broke it!

It is for 50 turns.

Yes for certain. A few games ago much of the good dirt around me was going quickly and I wanted my 3rd and 4th cities and the clearly best spots were up near an AI civ so I settled both (one hard built one purchased) on the same turn and bought 3 tiles I knew I wanted as well before their cities could grow into them (yeah I had plenty of cash saved up).

Of course then the AI complained and I promised to not settle near them anymore, not planning to make any more cities anyhow.

I'll change the subject here but it isn't OT since it still is about promises. Twice I've tried stealing two artifacts from the same civ on the same turn, and this gets a diplo penalty as the game interprets as already having told you to stop. I now just take one and be done with it if wanting good relations.
 
so this begs to question, why did the game designers choose to keep the result of breaking promises and other neg dip hits like warmongering so long in the game? Did they think that the player knowledge of 2 entire eras of distrust for one grievance would make the player more trustworthy and less aggressive in play style?

Because the effect on me is that I play more aggressive should I take the first step. I try and do a relatively peaceful game with wars on the defence or for liberation, but if I am in a position that to survive I have to take more than a few cities, I feel I might as well go the whole hog because no one will trust me anymore and autocracy here I come!

Same here. Also I have an up-to-date army sat around costing me gold in maintenance, begging to be used, so I finish off more of their cities. Then another AI (next door neighbor), refuses to trade, and starts with the petty insults and denouncements....

Me: 'Ok Pal? You want some too, eh?' (DOW)

:mischief:
 
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