Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Brakiros Oct 23, 2016 @ 7:43pm
Promise to not Convert - broken
I just got into a religious war with Sparta because the game is moronic, I converted one of their non-religious cities and then promised not to do more. Sparta did the same to me and promised me as well. Then quite randomly after both sides doing neither it said we both broke our promises. Wtf??
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Showing 1-15 of 16 comments
Willa Grey Oct 23, 2016 @ 9:30pm 
Just happened to me too, I pulled my apostle out and two turns later I was denounced for breaking a promise.
Xmara Oct 23, 2016 @ 10:31pm 
I played against Spain and they spammed so many units.
1) They broke the promise (guess it was the AI's religious win condition)
2) let's keep it real: How did the AI have 10 missionaires in the early game... I ghet the AI cheats, but ;et's keep it believable
Roarak Oct 23, 2016 @ 10:38pm 
Killing Religious units applies + pressure for your religion and - pressure for their religion to all cities within 10 tiles, so its possible to spread your religion by killing their missionaries which makes your religion stronger.
Willa Grey Oct 24, 2016 @ 5:11pm 
Originally posted by WTFohitsyou:
Killing Religious units applies + pressure for your religion and - pressure for their religion to all cities within 10 tiles, so its possible to spread your religion by killing their missionaries which makes your religion stronger.


Uhg, that stinks because they're swarming me with agressive apostles.
Creature Oct 24, 2016 @ 5:14pm 
http://imgur.com/a/hntVA Spain is just so broken AI cheating wise, have a look at the picture they've been standing there since around turn 120 on standard speed and prince difficulty. Besides this their capital is almost completely tundra and every turn he just kept sending a new horseman down.
Mercutio Oct 24, 2016 @ 5:15pm 
My guess would be religious spread from trade routes and what not? I am not saying it isn't a bug or anything, just a guess.
Dr Duh Oct 24, 2016 @ 5:31pm 
They should change this so that only missionaries and apostles using "spread" on an opponent's city triggers a broken promise. As it is, two other things can cause a broken promise: religious combat within range of one of his cities, and converting a citizen through pressure.
Rhudda Oct 24, 2016 @ 5:34pm 
Originally posted by Dr Duh:
They should change this so that only missionaries and apostles using "spread" on an opponent's city triggers a broken promise. As it is, two other things can cause a broken promise: religious combat within range of one of his cities, and converting a citizen through pressure.

I don't think pressure counts for the promise as you don't have much direct control over it. You do have control over combat, and for that reason I don't think it'd be a good idea if conversion through combat didn't count. Not only is it more powerful than normal conversion, it would also be extremely easy to exploit as long as the enemy had religious units around.
JonDom Oct 24, 2016 @ 5:35pm 
This might be my most hated bug in Civ5 AND Civ6, it's inconceivable that they still haven't fixed it in what, 6 years now?
Rhudda Oct 24, 2016 @ 5:36pm 
Originally posted by The Third Child:
This might be my most hated bug in Civ5 AND Civ6, it's inconceivable that they still haven't fixed it in what, 6 years now?

What exactly would be the bug here?
JonDom Oct 24, 2016 @ 5:38pm 
Originally posted by Hagrid in a Hobbit Hole:
Originally posted by The Third Child:
This might be my most hated bug in Civ5 AND Civ6, it's inconceivable that they still haven't fixed it in what, 6 years now?

What exactly would be the bug here?

The bug is,
You ask the AI to promise not to convert, they agree (they are allowed to say no) and then 3-5 turns later they proceed to convert anyway. You then demand that they stop and the cycle repeats ad infinitum.
Rhudda Oct 24, 2016 @ 5:39pm 
Originally posted by The Third Child:
Originally posted by Hagrid in a Hobbit Hole:

What exactly would be the bug here?

The bug is,
You ask the AI to promise not to convert, they agree (they are allowed to say no) and then 3-5 turns later they proceed to convert anyway. You then demand that they stop and the cycle repeats ad infinitum.

How's that a bug? If the AI is going for a religious victory, it doesn't need to care. People break promises all the time, why shouldn't the AI? Also, that's not what this thread is about.
Last edited by Rhudda; Oct 24, 2016 @ 5:43pm
JonDom Oct 24, 2016 @ 5:42pm 
Originally posted by Hagrid in a Hobbit Hole:
Originally posted by The Third Child:

The bug is,
You ask the AI to promise not to convert, they agree (they are allowed to say no) and then 3-5 turns later they proceed to convert anyway. You then demand that they stop and the cycle repeats ad infinitum.

How's that a bug? If the AI is going for a religious victory, it doesn't need to care. People break promises all that time, why shouldn't the AI? Also, that's not what this thread is about.


OK thankyou
Dr Duh Oct 24, 2016 @ 5:45pm 
Originally posted by Hagrid in a Hobbit Hole:
Originally posted by Dr Duh:
They should change this so that only missionaries and apostles using "spread" on an opponent's city triggers a broken promise. As it is, two other things can cause a broken promise: religious combat within range of one of his cities, and converting a citizen through pressure.

I don't think pressure counts for the promise as you don't have much direct control over it. You do have control over combat, and for that reason I don't think it'd be a good idea if conversion through combat didn't count. Not only is it more powerful than normal conversion, it would also be extremely easy to exploit as long as the enemy had religious units around.

IF he has religious units around. The problem is that he can swarm you with missionaries and apostles, or, consider that some 3rd party can send missionaries and apostles into YOUR territory even, and you can't fight them off because if you do, word gets out to your neighbor's cities and some of his citizens become your believers then he blames you for breaking your promise.

From his point of view, if he's in his own territory with religious units just standing around and you send over an apostle and win a debate against one of his units, that was something he should have controlled by having enough power to not be shown up as weak sauce and win the debate or he should have gotten the hell out of dodge - then you can't do anything but use "spread" on his cities - which triggers the broken promise.

And, yes, I've seen a broken promise triggered when no units were involved in anything, where only thing it could have been was pressure conversion, although that's hard to prove since the religion filter doesn't show you the count of citizens for each religion in a contested city w/o a majority, so I haven't noticed a provable test case yet.
Seedy Nov 19, 2016 @ 5:46pm 
Originally posted by Hagrid in a Hobbit Hole:
Originally posted by Dr Duh:
They should change this so that only missionaries and apostles using "spread" on an opponent's city triggers a broken promise. As it is, two other things can cause a broken promise: religious combat within range of one of his cities, and converting a citizen through pressure.

I don't think pressure counts for the promise as you don't have much direct control over it. ...
Yeah that'd would be too rational for a Civ AI. It does, in fact, count. You don't even have to convert a city. Just pressure on one of their cites triggers. e.g. sumeria does it's run up and build a city as close as it can to you, then denounces you because you broke your promise. by applying pressure to the new city he built. grrrrrr So I get the "Converted religious city" negative when no citiy (religious or otherwise) has been converted.
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Date Posted: Oct 23, 2016 @ 7:43pm
Posts: 16