(July 11th, 2020, 20:58)Seravy Wrote:Quote:Either way, engineers and settlers don't work for #1 primarily because of limited movement
Yes, that's the important part.
If it's not in your territory and it's inconvenient to get the move 1 unit there because you have no cities in the area then it's not really your node, it's theirs and it's perfectly reasonable they want you to leave.
Settlers are not cheap but I wouldn't consider spending 1 population and 150 production for a node unreasonable and they are available for everyone.
I agree that this is certainly reasonable when I'm over extending from my territory. However, the problem still comes up where there's a node 2-4 squares from one of my cities, and a friendly AI settlement drops me next to the node. In this case they're the one over reaching. Now I'm forced to leave the node or sacrifice a settler to keep it if I don't want to attack the settlement. Not to mention in the time it takes to get a settler built and moved there my diplomatic relationship is likely shot.
Mostly it just feels bad to have a Wizard say "hey, I know you've had an army on this square for the last 50 turns protecting your investment into this magic node, but I moved a settler next to it so you have to leave or I'll have to break the treaty I signed knowing you're army had already been established there."
Anyways, it's probably only am issue if you want to play a diplomatic game, and more of a pet peeve than a big problem. I've played with it with it since I found this wonderful DLC back in version 2.x, and I'll be happy to keep playing either way. Just my thoughts.