"Your promise broken"

This is just a a matter of learning the game.

Yes, scouts count as troops.

Knowing this, the option you should have chosen was to ignore the request. Now you've learned how it all works.

I agree 3 hexes is too far though. Also, troops within your own borders should never count. I see that as a bug if it happens.
 
This is just a a matter of learning the game.
Also, troops within your own borders should never count.

Let's soften this a bit to "on most occasions". But if you and AI have a common border and AI detects that suddenly you concentrated quite a few regiments in the immediate vicinity, be it in your own territory, it would be kind of justified to ask what are they doing there.
 
This is just a a matter of learning the game.
Knowing this, the option you should have chosen was to ignore the request. Now you've learned how it all works.
The mechanism is broken, it's not "learning the game" to see that.

In civ5 the "just moving through" meant "i will not attack you within the next x (25?) turns". requiring to not even move a scout within your own territory is utter stupidity.
 
I had a similar problem. I converted one of Norway's cities, then promised him that I'd stop. I never converted another city, but he converted a bunch of mine, and then I got the "promise broken" notification. It's total BS.

Civ V had this same nonsense, but it was (mostly) fixed. It's too bad that it's back. :(

If my speculations are right, if your passive religious pressure flips a city religion (or maybe even just converts a citizen), that will also count as a "You converted our cities after you promised not to." It might also be simply moving a missionary/apostle too close, but I have my doubts about that.

This happened to me. I'm bordering France, and I decide to convert one of her cities. I use one spread charge, not flipping the city (memory serve me right), and Catherine asks me politely to stop. I agree, and start to move out of her borders to convert a city state instead. The next turn, I get told I've broken her promise before even doing anything. The only thing I can imagine is that my passive religious pressure on the border converted one of her cities.
 
Let's soften this a bit to "on most occasions". But if you and AI have a common border and AI detects that suddenly you concentrated quite a few regiments in the immediate vicinity, be it in your own territory, it would be kind of justified to ask what are they doing there.

Yeah I should have said "1 unit alone on your border should never count"

The mechanism is broken, it's not "learning the game" to see that.

In civ5 the "just moving through" meant "i will not attack you within the next x (25?) turns". requiring to not even move a scout within your own territory is utter stupidity.

You can't compare the two. In Civ VI it's not just about the AI being afraid you will declare war. The AI also penalizes you simply for moving a single unit near their territory. I'm fine with this and I think it makes sense for diplomatic relations, and is immersive. That's the part of learning I was referring to. But yes, it also needs some tweaking and isn't working perfectly.
 
If my speculations are right, if your passive religious pressure flips a city religion (or maybe even just converts a citizen), that will also count as a "You converted our cities after you promised not to." It might also be simply moving a missionary/apostle too close, but I have my doubts about that.

This happened to me. I'm bordering France, and I decide to convert one of her cities. I use one spread charge, not flipping the city (memory serve me right), and Catherine asks me politely to stop. I agree, and start to move out of her borders to convert a city state instead. The next turn, I get told I've broken her promise before even doing anything. The only thing I can imagine is that my passive religious pressure on the border converted one of her cities.

I didn't even passively flip any cities, though. On the contrary, he flipped a few of mine. The "promise broken" message popped up 2-3 turns after I agreed to stop converting.

In any case, it's very clearly broken.
 
I didn't even passively flip any cities, though. On the contrary, he flipped a few of mine. The "promise broken" message popped up 2-3 turns after I agreed to stop converting.

In any case, it's very clearly broken.

Out of curiosity, is there anyone else in your game with your religion? They might be the culprit.

Like I said, it might be that even converting a single citizen passively, which might not flip a city, might be enough of a trigger.
 
Out of curiosity, is there anyone else in your game with your religion? They might be the culprit.

Like I said, it might be that even converting a single citizen passively, which might not flip a city, might be enough of a trigger.

Some city states, including Jerusalem. I guess that might be it.

It's still broken by design, though. I shouldn't be able to passively break a promise due to circumstances beyond my control.
 
Yeah having the AI get upset about units within your own borders is just bonkers. A patch for this stuff can't come soon enough.
 
This is just a a matter of learning the game.

Yes, scouts count as troops.

Knowing this, the option you should have chosen was to ignore the request. Now you've learned how it all works.

I agree 3 hexes is too far though. Also, troops within your own borders should never count. I see that as a bug if it happens.
I think "Ignore the request" is not the solution though, judging from what happened to myself.

In one of the games, I've had a friendly Gandhi right next to me with competing borders.
My main encampment was a bit close to his border(for defensive purposes) and I was getting ready to attack Spain.
So while moving my new units to the front line, The GTFA event triggered 2 or 3 times, and I chose "Ignore it" everytime.
Then some 15 turns after his first request, Gandhi denounced me because of "You're not willing to give them a promise".

So it seems that the negetive diplo hits are still there even if you choose "Ignore it"
 
I'm wondering if it'll still do that thing from Civ 5 where they demand you not settle near them, you say yes, settle on the other side of the planet, then get angrily informed that you broke your promise not to settle in their areas. That's not even hyperbole, Greece was in the Russian start point on a Huge Earth map and got angry at me because I went and settled in Australia instead. Apparently that was his too.
 
Its funny that you can't ask the Ai to move their troops they ask for open borders and they send their entinre army at youre land and you can't do annything about it wierd that this was n't fixed from civ 5

i have the feeling that the same developers who made civ 5 vanilla make the civ 6 AI. i see a lot of simularities random suprise atacks.. Chain denouncement beeing angry for no reasons Penalties for declaring war
 
It's amazing how this had been a huge problem in civ5 and they continue to make it appear again in civ6
This is definitely one of those things where you are left completely baffled by them apparently not learning by the mistakes of Civ5. Same thing with the non-stacking of civilian units and civilian units blocking movement of military units (and vice versa) when in peace.
 
In my current game, I had Greece tell me "That city is mine!" Um...what city? I met them on the 5th turn and hadn't settled any other cities. So my capital is in what you feel are your lands? THAT makes no sense...so I later declared on him and wiped him out.
 
Kongo asked me to move my units away from his border. I complied. He declared war a few turns later. I move my units to defend my cities and push back his troops. Promise broken. :rolleyes:
 
In my current game, I had Greece tell me "That city is mine!" Um...what city? I met them on the 5th turn and hadn't settled any other cities. So my capital is in what you feel are your lands? THAT makes no sense...so I later declared on him and wiped him out.
Maybe that was referring to city-state suzerainty?
 
Isn't there an option to just ignore them?

This also annoyed me in 5, why can't we do the same thing back? On a similar note can we ask them to not settle near us ?
There is, but I've been denounced for refusing to make a promise, sooooo...
 
A bit later in my game in the original post - England forward settles me and immediately complains about my troops being too close to their borders.

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So the only way to be friendly with an AI civ is to not be near them on the map and only if by some miracle your goals align with their agendas. But even then if you declare a friendship you will tick off most of the other civs since by this time all the other civs have either denounced or are at war with each other.

Domination is the only way to go - keel them all! I didn't think the AI civs could be more annoying than in Civ 5, but the developers really coded them for maximum trollage.
 
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