 |
|  |
 |
|  |
 |
|
loinburger
|
 |
Sweet Sauce Jones
Jul 1999 time: 00:15
|
|
If attacking/defending units are able to be given different orders (as described in the Combat section of the List; for example, a unit could Blitz and move into the square that it attacked without using any additional movement, or a unit could Devastate and gain a defense bonus but at the same time cause damage to the city/terrain improvements on the square that it is occupying, etc.) then units could be given an order to direct their attack against a city wall. Success would mean that the gate is damaged/destroyed, making the wall useless until it can be repaired (the cost of doing so would be fairly cheap). The attacking unit would suffer damage as though it were attacking a unit inside the city, but the defending unit would suffer no damage.
Additionally, there would be a chance that the gates are open when a hostile army first arrives, making the walls useless until there have been no hostile armies adjacent to the city for one full turn. The gates will always be closed if the hostile army has movement 1, there will be a 10% chance that they are left open if the hostile army has movement 2, and there will be a 25% chance that they are left open if the hostile army has movement 3. The chance doubles if the hostile army has Blitzed. If there is a battle within the city radius (for example, if a hostile army attacks a friendly unit that is two squares from the city) then there is no chance that the gates will be open (unless the hostile army has Blitzed) until there have been no hostile armies within the city radius for 2 full turns.
Diplomats/spies could be given an "open gates" command. Success would mean that the city walls are useless until there are no hostile armies adjacent to the city for one full turn. This command would be expensive (would involve the diplomat/spy bribing the necessary officials inside the city); the cost would increase for each defending unit within the city (triple effect for defending spies/diplomats) and for every Happy citizen, and the price would dramatically decrease for every Unhappy citizen. The price would automatically drop by 90% for a city experiencing civil unrest.
A city experiencing civil unrest would have a cumulative 5% chance of opening the gates for every turn that the unrest continues. This cumulative chance does not reset until there have been no hostile armies adjacent to the city for one full turn (so a city that experiences unrest on turn X will have a 5% chance of opening the gates; if the unrest ends on turn X+1 then the chance is 0%, but if the city then experiences unrest on turn X+2 then the chance is 10%).
I hope that they put something like this in Civ III! 
|
|
|  |
 |
|  |
 |
|
Chronus
|
|
In CTP, wasn't there a chance, after every battle, that the city walls were destroyed and would need to be rebuilt? This seems to make sense.
|
|
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|