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Feature request: Tiles not prevented from being worked by non-hostile units #12603

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Kzer-Za opened this issue Dec 7, 2024 · 3 comments
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feature wontfix This issue is not prioritized by the developers, but remains so others can see it is still an issue

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@Kzer-Za
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Kzer-Za commented Dec 7, 2024

Before creating

  • This is NOT a gameplay feature from Civ VI, BNW, or outside - see Roadmap
  • This is NOT a gameplay feature from Vanilla Civ V or from G&K - If so, it should be a comment in Missing features from Civ V - G&K #4697

Problem Description

Currently, if you have an open-borders or alliance pact with another civ or a city-state, their units prevent your tiles from being worked, like in case if they were occupied by enemy units.

I don't think this should be the case. In terms of thinking of the real-world it doe not make sense, since a country whose units you have agreed to let through your territory would not try to actively disrupt your economic activity, and they could not paralyze your whole area (since tiles are supposed to be rather big areas, I think) by just passively being there or passing through: I have always considered the fact that an enemy unit prevents the tile on which it stands from being worked as a result of your citizens fleeing the area. But why would they flee from a unit that you yourself let into that area and that is supposed to behave? (And if it's not behaving, then it's obviously a violation of what is implied in the open borders pact).

And from the gameplay perspective, it is one more reason against open borders, when there are already plenty of reasons against them even without it. Why even have a gameplay element that is never used willingly? The only way to make me, and, judging by discussions that I have seen, not only me, to have open borders is when you have an alliance. And if allied troops disrupt your economic activity by being on your territory, that makes even less sense than for a civilization with which you don't have an alliance, just open borders.

This is especially annoying in case of city-states: with civilizations you cannot become allies accidentally, and offers for open borders you can simply decline. But with city states... This is the reason why I never try to have good relations with city states: their quests make it too easy to accidentally become allies with them: I don't want to complete these quests, I'm getting rid of Barbarians, producing great persons, and obtaining new luxury resources for my own benefit, but as the result you can accidentally get the relationship with them go over the threshold and suddenly become allies with them, and then their troops begin crawling all over your territory and sometimes sit on one tile for a long time preventing you from working a good tile! That is why I HATE city states and prefer to destroy them at first opportunity.

Related Issue Links

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Desired Solution

For the purposes of determining whether a city can work a tile occupied by a unit, distinguish between the units of a party (civilization or a city-state) you are at war with and a party with which you have open borders or alliance. Only hostile units should prevent you from working the tiles.

Alternative Approaches

Make it an option in the Gameplay section, then those who want the old-style experience can have their way, and those who want more logical approach that also makes open borders less detestable can have their way.

Additional Context

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@DeStup
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DeStup commented Dec 7, 2024

Can you attach a game save and a game version because it sounds like a bug? And I don't have one, for example.

@Kzer-Za
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Kzer-Za commented Dec 7, 2024

I did not keep the save, so I would have to play until you become allies with a city-state again and by Murphy's Law it's not gonna be easy this time :) So it is gonna take some time.

@yairm210
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yairm210 commented Dec 8, 2024

The game currently operates on a "single civ per tile" assumption, and removing that assumption would mean changing an enormous amount of code for very small gain, so that's a "no" from me

@yairm210 yairm210 added the wontfix This issue is not prioritized by the developers, but remains so others can see it is still an issue label Dec 8, 2024
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