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J Bytheway
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England
Jul 2001 time: 05:29
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The short answer is that you can't.
The long answer is that there are several ways to get rid of it, but none of them are trivial - you can, for example, change all the population to scientists and starve the city, or leave it undefended in the hope that the AI captures it, and then continue to exchange the city between you until the fighting reduces the population far enough that you can disband it.
Several of the mods introduce a feature allowing a variety of options when you capture a city, including killing or enslaving all the citizens, to help with this problem.
Last edited by J Bytheway on 24-01-2005 at 20:45
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1mic
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which mod would that be?
would that need the latest patch?
btw i just got the game, ive been wanting to get it for years, but never had the chance to buy it, i got the game on wednesday.
thanks alot
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:29
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now I see your interest....
code:
///////////////////////////////////////////////////////////////////////////////////////////
//New City Capture Option for CTP2 (MG_KillCityOption.slc) v. 1.1 by Martin Gühmann //
///////////////////////////////////////////////////////////////////////////////////////////
//This script file adds now the possiblity for the human player to eleminate a city after//
//capturing. It gives per pop the player 100 gold and 75 PW. But unfortunatly there is //
//also a regard loss concerning other nations. Additional this script adds a gold and PW //
//to the capturing player and subtract the amount from the player that lost the city. The//
//Values depends on city numbers PW and Gold values of the attacked player. //
///////////////////////////////////////////////////////////////////////////////////////////
//To install this script just unzip the *zip file into your default CTP2 folder and open //
//the file script.slc in your ..\ctp2_data\default\gamedata\ folder and add to the end of//
//this file the line #include "MG_KillCityOption.slc". Afterwards go to your //
//..\ctp2_data\english\gamedata\ folder (if your using the German version it is of course//
//the ..\ctp2_data\german\gamedata\ folder) and open there the file string.txt and add //
//the line import "MG_KillCityOption.txt". If you want to you use these files with one of//
//the mods you have to look for files with the according prefix like MM2_ for MedPack2 or//
//CRA_ for Cradle or APOL_ for Apolyton Pack or APOLU_ for the extra large Apolyton Pack //
//map version. //
///////////////////////////////////////////////////////////////////////////////////////////
city_t DestroyCity;
HandleEvent(CaptureCity) 'MG_GetGoldFromCapturedCity' pre{
int_t MGGoldValue;
int_t MGPwP0;
int_t MGPwP1;
player[1] = city[0].owner;
AddGold(player[0], (PlayerGold(player[1]))/Player[1].cities);
AddGold(player[1], -(PlayerGold(player[1]))/Player[1].cities);
MGPwP0 = player[0].publicworkslevel;
MGPwP0 = MGPwP0 + ((player[1].publicworkslevel)/Player[1].cities);
setPW(player[0], MGPwP0);
MGPwP1 = player[1].publicworkslevel;
MGPwP1 = MGPwP1 - ((player[1].publicworkslevel)/Player[1].cities);
setPW(player[1], MGPwP1);
}
HandleEvent(CaptureCity) 'MG_KillCityOption' post {
if (city[0].population>1) {
if(IsHumanPlayer(g.player)){
if(CityIsValid(city[0])) {
message(city[0].owner, 'DestroyCityMSG');
city[0] = DestroyCity;
}
}
}
}
AlertBox 'DestroyCityMSG' {
int_t i;
int_t MGPw;
Title(ID_DESTROY_CITY_TITLE);
Text(ID_DESTROY_CITY);
//MessageType("MILITARY");
DestroyCity = city[0];
Show();
Button(ID_EXTEND_EMPIRE) {
Kill();
}
Button(ID_BLOODBATH) {
if(CityIsValid(city[0])) {
AddGold(player[0], (city[0].population*100));
MGPw = player[0].publicworkslevel;
MGPw = MGPw + (city[0].population*75);
setPW(player[0], MGPw);
ChangeGlobalRegard(player[0], -50, ID_BLOODBATH, 50);
for (i=city[0].population; i>=0; i=i-1){
if(CityIsValid(city[0])) {
Event: KillPop(city[0]);
}
}
Kill();
}
}
}
Do you think it'll be worthwhile to put in the code or should it just be added as standard slic for a game?
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HuangShang
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USA, SoCal, L.A.
Jul 2002 time: 21:29
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ya Mirimunchkin, thats wut i do, and i do it alot
also, u can set as many peeps to labor so u get a settler per turn, and then the rest to science like J Bytheway said so it starves, but maybe just have it not grow instead of really starving and losing people
counting it up that's: money from selling buildings, people dying by starving, people leaving on settler wagons, and when disbanded @ 1-3, preferably 1 to get max settler/time to sell, a final settler
and i agree, thats a REALLY bad place for a city 
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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It probably got Bedford from a Goody Hut. We should fix that.
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All times are GMT. The time now is 05:29. Apolyton Time is 00:29. |
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