[Suggestion] Make expelling units from your territory treaty based

I'm sure you have all experienced the annoying stacks of AI units, especially pioneers, that ignore your borders, thinking nothing of trespassing.  You tell them to get lost, and they do, but they only go as far as your borders and they are back again next turn.  It becomes a micromanaging nuisance to keep telling them to get out.  I suggest two things:

  1. When the trespasser agrees to leave your territory, a short-term diplomatic agreement is created, where they agree not to trespass on your territory for a fixed number of turns.  The AI will not consider paths that lead through your territory for the length of the treaty.  Sort of the opposite of a non-aggression pact.  A "Get-the-heck-out-of-my-territory-and-don't-come-back" pact.  If the agreement is broken, they suffer a diplomatic penalty with you and your friends (they obviously can't be trusted to live up to their word).
  2. More options for leaving the territory would be nice.  Some or all of the following could be demanded\offered:
  • I will leave your territory immediately
  • I will return home (sent to nearest city)
  • I will return to my territory (sent to nearest friendly territory)
  • I will be gone by the end of next season (leave by the end of next turn or suffer a penalty)
  • Make me! :P   (suffer diplomatic penalty, but no automatic war)
  • I'm not trespassing, I'm invading }:) (war)

The option to return to a friendly city or territory is necessary because otherwise this can be used to hold stacks captive.  Champions recruited behind enemy lines or return passages blocked by new outposts or cities can cut someone off from their territory.  They can then be told to leave indefinitely, essentially holding them captive.  The treaty part is necessary just to STOP THE MADNESS!  Saying "get out" every turn is not fun.

 

8,798 views 14 replies
Reply #1 Top

In addition, we need to separate the non-aggression pact with an open borders treaty. Just because I dont want war doesnt mean I want to open my borders to them!

Reply #2 Top

Quoting CHiZZoPs, reply 1
In addition, we need to separate the non-aggression pact with an open borders treaty. Just because I dont want war doesnt mean I want to open my borders to them!
End of CHiZZoPs's quote

 

I LOVE THIS IDEA !!! + 10000% !!! I will push for it as well, and please make it a separate post so it doesn't get lost in the shuffle !

Reply #3 Top

I very much support this. Especially the part about how to respond to the demand to leave the borders.

 

Too many times my Sovereign have been automatically placed on the wrong side of restricted territory with no known way back home. Even if I started on the correct side of the territory. I would like to respond as indicated above.

 

CHiZZoPs also has a great idea. I'm pretty close to North Korea in my protectiveness of my borders against the pioneer-vomiting AI, and being able to only open borders to people who have proven friendly, while also engaging in some form of diplomacy.

Reply #4 Top

I strongly agree with this.  However if you select the city option your unit should be lock in the city for two-or-three turns, to reflect the traveling to the city. 

Reply #5 Top

Good ideas... you or an AI could propose a small toll (10-20 gildar) to grant a passage, could scale with army size, giving a reflection of a military force's strain on a local area.

Reply #6 Top

Quoting CHiZZoPs, reply 1
In addition, we need to separate the non-aggression pact with an open borders treaty. Just because I dont want war doesnt mean I want to open my borders to them!
End of CHiZZoPs's quote

This plus the OP's idea really need to happen.

Reply #7 Top

I also want these ideas installed into the game.

harpo

Reply #8 Top

Also need to address the stupid pioneer who got thru and built a crappy little outpost on the edge of your territory. Which usually creates a new border adjacent / overlap yours.

 

 Outpost X is now mine

 

-- Offer some gold (nice option )

-- That's what you get for ignoring my borders (neutral )

-- Cancel Treaties

-- Your race is tasty anyways.  Cancel Treaties and Declare War (not so nice option )

 

Reply #9 Top

This idea hes been suggested many times before and needs to be implemented. It is so tedious to keep track of all the trespassers.

Reply #10 Top

Love both the OP (let borders mean something again) as well as the distinction between open border and non-aggression.

 

Please implement both

Reply #11 Top

yes

Reply #12 Top

Really like both ideas but the 'return home' and 'return to territory' options are very exploitable as free teleports. Even locking the army in city might not be enough since they can still take part in city defence, so could be used to recall armies quickly when under attack.

Can't see an easy way to prevent holding stacks captive, the toll idea has potential but ultimately you, or the AI, could just refuse indefinately.

Reply #13 Top


I also like to see an option where you can have a battle with someone and have it lower your relations without an automatic declaration of war. It would be nice to have a few skirmishes as a prelude to war instead of "Bang. War. Blitkrieg" happening every time. This kind of fighting gives you a heads up if you need to increase your standing army instead of the king of hill approach we have at the moment. Might open up the option of raiding and stealing resources from others without declaring war.

 

(I can totally see capitar increasing diplomatic relations with the right hand to make you feel better about him while his left hand is raiding your stores behind your back so war is never outright declared).

You can implement sanctions against others which lower relations as a warning that you may go to war if things don't improve.

Reply #14 Top

Quoting Supreme, reply 9
Also need to address the stupid pioneer who got thru and built a crappy little outpost on the edge of your territory. Which usually creates a new border adjacent / overlap yours.
End of Supreme's quote

Oh yea, I had carefully positioned an outpost such that once I upgraded it with the +1 zone of control it got several mines at the edge of its range (3 squares). I built the mines.

Then the AI sends a pioneer and builds an outpost such that it is 1 square away from the mine, resulting in the mine being snatched.

Quoting bottleimp, reply 13
Really like both ideas but the 'return home' and 'return to territory' options are very exploitable as free teleports
End of bottleimp's quote

The current method of insta teleport should be replaced with a move order that cannot be canceled until the unit ends its turn in your own zone of control. Alternatively, make it teleport but with a "delay" of however many turns it would take to walk there.