View Full Version : What irks me about city defections
meltone1 Jan 20, 2004, 01:50 PM I have no problem with city defections per se, the problem I have is that my troops that were apparently guarding the city were "absorbed" during the defection process. Is this really necessary? I don't think it is very realistic that my troops would either A: be beaten down by people in the city, or B: decided to defect along with the citizens. I mean, just let me have my troops back. It just not right that the 10 units I once had guarding the city just mysteriously vanish. Not to mention, the AI (or person who the city defected to) gets a free unit (which mysteriously appears) to guard the same city that would have been impossible to take from me a turn earlier. Anyone else think this is screwy? :crazyeye:
sealman Jan 20, 2004, 01:55 PM when some of your troops, who are simpathetic to the local population start to kill their officers and revolt, the rest either fight back, join the traiotrs or defect back to their farms.
At least that is how I think of it.
It is a little screwy but what sort of action do you wish to see. If the troops were just bumped outside, than your next turn would result in the retaking of the city.
trumpeteer Jan 20, 2004, 01:56 PM Perhaps only "fast units" should be saved, the ones that can retreat after combat.
Edit: And give them 1 HP, to prevent the inevitable recapture.
sealman Jan 20, 2004, 01:59 PM Originally posted by trumpeteer
Perhaps only "fast units" should be saved, the ones that can retreat after combat.
Edit: And give them 1 HP, to prevent the inevitable recapture.
And have the defection at the start of your turn so that you at least have a chance to save those units.
globester Jan 20, 2004, 02:00 PM i doubt that entire divisions will go with the other country when there's 98% approval rating :P
Zeekater Jan 20, 2004, 02:23 PM There was a very big discussion about this not too long ago, had lots of nice possible changes.
Ivan the Kulak Jan 20, 2004, 07:35 PM I usually play with CC off, I find it very annoying, as it is a poorly modeled feature. If a city should revolt, it should be because the war is going in favor of their home nation, and there are enough friendly troops nearby to liberate the city, and hold it. A realistic event would be to have all your troops in the city ejected to perhaps 2 squares away and be reduced to one hit point. Instead, they are all magically killed by a city pop which you have just conquered and disarmed.
Turner Jan 20, 2004, 09:55 PM The thing I'd like to see about units is to have the same 'roll' when a nuclear bomb hits the city. Some units remain, and the rest are gone. The units that remain have lost some HP. But instead of popping them outside the city, I think they should go to the nears town. Or even the nearest town with a barracks. This way you have some chance of saving a couple of units, but they're not in position to take the town back immediately. I could live with CFs a lot easier if all the units weren't lost.
|
|