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Dragon
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Marlboro, MA USA
Jun 1999 time: 05:14
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I've become accustomed to the idea that conquered cities are a bit of a nuisance. In Civ2 most of the improvements get destroyed, so people are unhappy. In SMAC they are filled with drones, and it's an atrocity to destroy them.
In CTP2, on the other hand, captured cities suffer almost no damage. Frequently my best cities are ones that were built up by the AI. Like Paris in WWII, but historically that was an exception.
Under these rules, when I park 12 powerful units outside a weakly defended AI city, the AI should sell off all the improvements and move out. But this sort of scorched-earth policy isn't programmed in.
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Prince_Vegeta
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Rochester, NY, USA
Nov 2000 time: 05:14
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I agree that in CTP2 conquest definitely does pay off. Letting your enemy build up the infrastructure of the city (especially all those nice production improvements), and then taking it out of his hands and using that city to crank out some reinforcements is great. My only gripe with the system is the limit on the number of cities in your empire. I have regularly exceeded the limit during "cleansing" campaigns, only to have to direct resources to researching the next form of government. Is there a way to tweak the max number of cities allowed by government types?
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From the Const.txt file:
ASSAULT_DESTROY_BUILDING_CHANCE 0.1 # chance of an assault on a city destroying a building
BOMBARD_DESTROY_BUILDING_CHANCE 0.1 # chance of a bombardment on a city destroying a building
So it looks like a 10% chance per attack or bombardment (assuming that this file is still used in CTP2).
It seems to me that the AI is significantly better at developing its cities than in CTP1, so it may look as if there's less damage, simply because there are more improvements in the city when you take it over.
In CTP1, it was the exception for me to take an AI city that had as many improvements as my own cities; in CTP2, it's the rule.
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