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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by Gramphos
How long will the ruins from a City stay on the map?
Is every frame in the end of animation one turn, or will the city disappear in the same turn as it destroys? |
Hmm. Ruins? This is news to me. In what game-situations does this happen?
Can the player disband a city and resurrect a city somewhere nearby? I heard about settlers and workers being detractable/mergeable with other cities, yes. But this happens only gradually and the old city-graphics should only shrink - not remain in size, although ruined. Or should it perhaps? Comments please.
Last edited by Ralf on 01-09-2001 at 14:34
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lockstep
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Vienna, Austria
Aug 2001 time: 06:15
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If I´m engaged in a defensive war, struggling for survival, and in a sudden strike-back conquer an enemy´s city which I can not expect to hold, I´ll think about burning it down, even if that makes me a paria civ. On the other hand, what situation would demand in-advance-preparing of a mass-exodus? When in war, I´d rather produce military units than later-to-be-settlers. If I´m probably going to lose a city in the long run because of my neighbour civ´s higher culture, I´d simply try to trade the city for techs, resources, gold or whatever instead of wasting shields for a population transfer. (My neighbour civ should be willing to trade, because both parties will benefit.)
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by Gramphos
Sounds cool, but I don't think the game works that way. |
Im not sure either. Perhaps not. Again, just wild speculations. 
quote: Originally posted by Lockstep
On the other hand, what situation would demand in-advance-preparing of a mass-exodus? When in war, I´d rather produce military units than later-to-be-settlers. |
Well, the thing is that you have a choice, Lockstep. And choices are often mixed blessings, either way. Maybe one can do a little of both. Or perhaps your cities further back provides the upholding cannon-fodder, while the maybe-doomed city prepares or execute its own evacuation, just in case.
quote: If I´m probably going to lose a city in the long run because of my neighbour civ´s higher culture, I´d simply try to trade the city for techs, resources, gold or whatever instead of wasting shields for a population transfer. |
You cannot trade a whole city if its doomed to be swallowed up anyway. Who would want it? Not the culturally dominant Civ surely - he get it soon enough anyway. And not any other AI-civs either, because they will loose out to that dominant Civ also. Cultural border-strength are city-indevidual, remember. If the AI is good enough, it will never allow an AI-civ to accept such a deal.
By comparison, sending away refugee-pops and selling out city-improvement seems more wortwhile - at least in terms of damage-controlling the city's unavoidable doom. We already know that refugee-transfers is possible 2 pops for each produced settler - the question is if you can prepare in advance?
quote: Originally posted by Gramphos
I have loads of tactics growing in my head. I must just know how many of them that actually will work. |
Another alternative would selling out doomed city-improvents and letting the gold from that, help rush-building refugee-settlers/workers more quickly. That comes pretty close to mass-exodus as well.
Last edited by Ralf on 01-09-2001 at 17:44
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Ralf
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Sweden
Mar 2000 time: 06:15
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Lockstep - I have given the whole Moses-style "instant mass-exodus" idea a second thought, and I have decided that I dont like it after all. Any produced workers/settlers should always instantly subtract 1-2 pop-points from its city regardless if these units still remain within the city-square, or not. The idea of "instant mass-exoduses" becomes too inflationary and potentially loophole cheatable, I suspect.
The only disbanding/evacuating-options which should be available for the defending city, is the following ones:
- You can disband the city by transfering pop-points through settlers/workers and selling out city-improvements (but never big Wonders). Its relatively time-consuming to build refugee-settlers/workers, and selling city-improvement can only be done 1 improvement per turn (as in Civ-2). Time that you perhaps dont have/cant priority in a doomed city war-situation.
- You can try to strike a deal with the invader; offer/trade the doomed city. You cannot expect a "advantageous deal" in such situations, of course. Lets hope the AI isnt gullible in this respect.
- You can simply torch the city yourself rather then give it to the enemy (scorched earth-tactics). This cant be done instantly though. It should take at least one full turn between decision and execution (and maybe only possible with small/medium-sized cities). If the enemy conquer the city before that (or if you change your mind), the execution is halted. The disadvantage of above is obvious - you loose everything that you cant sell or move.
Last edited by Ralf on 02-09-2001 at 02:03
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