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Fosse
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U.S.A.
Mar 2002 time: 23:33
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I really like the thought of having control of "your" former citizens! The other guy's military manpower in the city would effect the cost of the various tactics at your disposal.
That's an interesting new way to look at it. Happiness before takeover could come into play, as well as government types, etc.
Neat idea, Optimizer.
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patcon
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The creation of partisans who leave a captured city to continue the fight against the invaders is a civ2 idea I'm sad was dropped. It is realistic.
They would be formed from the original population of the captured city, decreasing its population. Tweak the formula which now determines how many resisters, etc. you get to include partisans. Perhaps allow the possibility of all the original civilians becoming partisans, leaving a ghost town and maybe attempting sabotage on the way out. ("You may take away our city, but you can never take away our freedom! We're outahere, and let's trash the place on the way out. )
They should have weak attack, medium defense, and medium bombard as they are just really mad and dedicated civilians (think "spearmen with some dynamite").
They should have 2 MPs and treat all terrain as grassland.
They can:
(1) pillage tile improvements (disrupt production)
(2) directly attack units (pick off weak, unprotected units) - workers are killed, not captured (payback is a b***h and we don't take prisoners)
(3) suicide attack units (think "underpowered cruise missile attack")
(4) sabotage production or city improvements with 4 outcomes (succeed and get away, succeed and die, fail and get away, fail and die) whose probabilities are determined by number of defenders present and a ratio based on civilians present (something like a 2x2 pundit square - remember genetics from biology? )
(5) flee to the mother/fatherland to become trained soldiers (at upgrade from warrior cost)
They are invisible except:
(1) when attacking units
(2) when an "unfriendly" unit occupies their tile
(3) if "unfriendly" units occupy an adjacent tile there is a probability of discovery based on terrain, number of unfriendly units, and number of partisans (more of either = easier to spot)
They are controlled by whatever civ they belong to. This may be unbalancing as I'm not so sure the AI could handle the subtleties. A human should be much better able to handle this.
The civ which lost the city has knowledge of the city screen and a 1-tile field of view from the city as long as there are any resisters in the city. Partisans give a 1-tile field of view.
I'd want the occupier to have the option of depleting the native population other than the standard "make them all specialists and let them starve" method. Perhaps executing resisters in response to partisan attacks. Of course there would be negative consequences to this: content/unhappy->resister, happy->unhappy, their captured workers go on strike the next turn, more trouble in future catured cities, etc.
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Jarred
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Why not make as long as a war is present enemy territory "Neutral Territory" in which both nations can use roads, etc...?
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Heffalump
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Germany
Apr 2002 time: 00:33
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I like the Civ3 model better than the Civ2 model. Partisans were just an annoyance and had no real game value.
To further flesh out the value of a risisting citizen: resisting citizens should be able to act as spies at a basic level and be able to conduct spying and espionage missions in the city at hand.
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alva
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Republic of Flanders
Sep 2001 time: 06:33
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quote: Originally posted by Arrian
If we're going for more realism:
Resistors should break stuff. Instead of not being able to build things in the city (current CivIII model), you should be able to build things (more likely rush 'em), but the resistors should be able to break them.
Partisans should make a comeback too, though I think they shouldn't really do much in terms of combat, but have all terrain as roads (ATR) ability and stealth. Thus, each partisan could wreak havoc via pillaging & sabotage missions (I'd give them some of the abilities of the old CivII spies - whilst leaving most espionage an abstract thing you do from a menu). The stealth ability should not just make them invisible, but also allow enemy units to move right through the tile they're on w/o engaging them - there should be a percentage chance of battle. This would make them difficult to root out.
HOWEVER, I'm not really sure that would be *fun*
It would be a pain in the ass, and thus more realistic, but would it be fun?
-Arrian |

The question one could ask though, is should everything in a game like CIV be fun?
You could argue that part - if not most - of the fun is overcoming (some) of the (little) annoyances. 
That's why I like culture flipping even though it annoys me to no end at times. 
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