Refugees

RickiusMaximus

Chieftain
Joined
Jun 24, 2005
Messages
24
Location
Ireland
I think the game currently lacks a realistic drawback to war when it comes to capturing enemy cities.

When you take an enemy city half of the population is ejected randomly into the surrounding squares as refugees- basically a unit that cannot fight or defend or build but still retain their nationallity.

The refugees still belong to the defending nation and when an enemy unit attempts to enter their square they get the option to attack or capture, this means that the refugees effectively blockup roads etc around the city and hamper operations just by being in the way.
If they attack the refugees then the unit is destroyed and your reputation is harmed. If they capture then the refugee become theirs (which has its own disadvantages).

The refugees can be added to other cities just like a worker or settler but when they do they automatically become unhappy citizens reguardless of luxuries. (not forgetting that as they retain their nationallity they will be agains the war anyway)

Any refugees belonging to you that are inside your borders but outside the radius of a city or outside your borders loses one health per turn until they enter a city or a city radius. Obviously if they die you get a serious reputation hit.

Any square inside a city radius that contains a refugee produces no resources- representing the refugees feeding themselves by living off the land. Additionally each refugee in a stack requires two food, if the terrain is only capable of producing 4 food then it can only support two refugees- any additional refugees suffer the same health loss they would outside the city.

Any refugees inside a city (but not joined) consumes two food from the cities food supply.

Your workers can build concentration camps (not to be confused with nazi death camps) which can hold a number of refugees without causing them to lose health but the square you build this on produces no resources and the number of refugees it can hold depends on its location- outside your borders 2 refugees, inside your borders 4 refugees, inside a city radius 6 refugees. If you put more than the allowed number of refugees then the weekest one loses one health as normal. You take a serious reputation hit for any refugee that dies in a concentration camp.


Ok thats the how done, now the why-

I want attackers to be forced to deal with refugees as a major burden. On the battle field choking up supply lines and accidently being hit by bombers etc. attacking hidden squares. Off the battlefield suffering increased war weriness if they join them to cities or a drain on resources if they keep them outside.
The defender can just move the refugees to another city- he will suffer a short term loss of happyness but as they are their own people then theres no war weriness in the long run.

This should hamper the attacker and bolster the defender meaning that long term wars or total distruction attacks are very difficult to fight.

Additional rules will probably be needed to stop the refugees being used as 'human shields' such as defenders lose any defence bonuses while stacked with refugees and attackers having a random chance of hitting the refugees when attacking stacks.

Also the resulting hits to your reputation increase following the invention of tv, printing press etc.

Any thoughts?
 
RickiusMaximus said:
Your workers can build concentration camps (not to be confused with nazi death camps)

Thank god you cleared that out, still I have pretty sure vision that "concentration camps" won't be added to the game. I would say they are pretty controversial subject.

RickiusMaximus said:
Any thoughts?

I think your system is WAY too complicated to work in Civ. I would add refugee no doubt about that but making them as unit blocking the way of units is little bit silly. Even though might be real factor in the real world.
Basically it would create situations of total ridicule.

If you ask me I might add refugees at least in the upcoming versions. They would appear in the city you take over and you could either kill them, try to keep them in the city or let go of them. If let go they would travel as a possible single unit to the nearest city of similar ethnicity/religion.

However the current Civ engine cannot simulate other factors that make the long wars in the real world extremely difficult let alone refugees. One of them is example supply. Before I would like to see any wandering refugees some kind of simplified supply rules should be in the game ASAP.
 
prehaps the invader has to deside what to do with the refugees

[]keep them in the city(possable insurgant problems)
[]execute them(harms reputation)
[]let them escape(lowered city population)
 
in alpha centuri(the expansion with the alien civ) the city that was captured dispatched a few setteler units...fleeing..this is historicly correct(the concept..not the game)..and easy to do in the game...you could let them flee ...or strike them down....
 
Sickman said:
However the current Civ engine cannot simulate other factors that make the long wars in the real world extremely difficult let alone refugees. One of them is example supply. Before I would like to see any wandering refugees some kind of simplified supply rules should be in the game ASAP.

I totally agree. There should be some sort of supply system to cope with while on military campaigns. This would add to the realism of campaigns in the sense that generals would now have to watch thier back for fear of losing thier supplys. Loss of supplys could result in the loss of a unit's firepower and gradual starvation (loss of a hitpoint per turn?). I would greatly appreciate the feature. I cannot even count the number of times I have surrounded the enemy facing me in such a way that in real life they would have surrendered only to be reminded during the next turn that civ does not work like that.
 
I think the way that your units movement in enemy territory being limited is part of simulating supply lines.

Im not sure how it could be done without added an unneeded complexity to the game- possibly unit repair could be altered so it only works in cities and forts that are connected by road/water to your capital?


Its a shame that concentration camps wouldnt be allowed, (and i see now that they would NEVER be allowed) because it would simulate the problem that created them in the first place. Maybe even educational due to the huge reputation hits of building them
 
The way it currently is (CIV3C), the 'refugees' basically become 'slave labor'.

I like your suggestions though.

Maybe a compromise is to to make it chance that a refugee will be 'captured' as a 'slave', or 'run for the hills'. Probably the chance of becoming a slave should decrease as the game 'modernizes', until the point of the UN, when 'slavery' will be banned.

A captured refugee can be optionally turned into a slave (at rep damage).


Will the refugees automatically 'flock' to the free camps?

Any chance that they spontaneously form new cities? Or form new civs?



Along this whole line, an Underground Railroad (perhaps a small wonder), would be a cool way to steal 'refugees' and 'slaves' from your opponents, with the extra bonus that they automatically become free workers (no pop cost to you). Not sure what their ethnicity would turn to though.

RickiusMaximus said:
I think the game currently lacks a realistic drawback to war when it comes to capturing enemy cities.

When you take an enemy city half of the population is ejected randomly into the surrounding squares as refugees- basically a unit that cannot fight or defend or build but still retain their nationallity.

The refugees still belong to the defending nation and when an enemy unit attempts to enter their square they get the option to attack or capture, this means that the refugees effectively blockup roads etc around the city and hamper operations just by being in the way.
If they attack the refugees then the unit is destroyed and your reputation is harmed. If they capture then the refugee become theirs (which has its own disadvantages).

The refugees can be added to other cities just like a worker or settler but when they do they automatically become unhappy citizens reguardless of luxuries. (not forgetting that as they retain their nationallity they will be agains the war anyway)

Any refugees belonging to you that are inside your borders but outside the radius of a city or outside your borders loses one health per turn until they enter a city or a city radius. Obviously if they die you get a serious reputation hit.

Any square inside a city radius that contains a refugee produces no resources- representing the refugees feeding themselves by living off the land. Additionally each refugee in a stack requires two food, if the terrain is only capable of producing 4 food then it can only support two refugees- any additional refugees suffer the same health loss they would outside the city.

Any refugees inside a city (but not joined) consumes two food from the cities food supply.

Your workers can build concentration camps (not to be confused with nazi death camps) which can hold a number of refugees without causing them to lose health but the square you build this on produces no resources and the number of refugees it can hold depends on its location- outside your borders 2 refugees, inside your borders 4 refugees, inside a city radius 6 refugees. If you put more than the allowed number of refugees then the weekest one loses one health as normal. You take a serious reputation hit for any refugee that dies in a concentration camp.


Ok thats the how done, now the why-

I want attackers to be forced to deal with refugees as a major burden. On the battle field choking up supply lines and accidently being hit by bombers etc. attacking hidden squares. Off the battlefield suffering increased war weriness if they join them to cities or a drain on resources if they keep them outside.
The defender can just move the refugees to another city- he will suffer a short term loss of happyness but as they are their own people then theres no war weriness in the long run.

This should hamper the attacker and bolster the defender meaning that long term wars or total distruction attacks are very difficult to fight.

Additional rules will probably be needed to stop the refugees being used as 'human shields' such as defenders lose any defence bonuses while stacked with refugees and attackers having a random chance of hitting the refugees when attacking stacks.

Also the resulting hits to your reputation increase following the invention of tv, printing press etc.

Any thoughts?
 
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