[MODCOMP] Abandon Cities (...and keep your units)

Trachmyr

Chieftain
Joined
Dec 26, 2008
Messages
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This is part of a much larger mod I'm working on, but I thought that some might like it as a stand alone, or to incorporate it into other mods.

This mod allows you to abandon your city through the normal process of removing citizens from the city, it is not a redo of the Ctrl-X Abandon Mod. Basically, the game will no longer prevent you from moving out your last citizen, thus leaving the city with 0 Population.

The city will not be disbanded until the beginning of your next turn. This allows you to reoccupy the city on the same turn if abandoning it was a mistake. It also gives you the full turn to remove any goods that are stored.

Only human players are allowed to abandon a city, as I don't know how the AI would handle the option. Also, this of course allows the return of the "Scout City for a Day" exploit for returning Treasure Wagons. Feel free to alter the treasure ships requirements if that bothers you (a good suggestion was requiring a dock).

The SDK is included in the .rar (search the files for TRACHMYR to find changes I made), and please fell free to let me know if you have any questions.
 
After you've accumulated 30 posts and been on CFC for 30 days, you can upload a file straight through the moderation queue. I suggest you get posting... :)
 
And thus returns the second biggest exploit in the original. Please don't team this up with the biggest exploit of the original, the custom house, or it'll make the game unplayable. :(
 
And thus returns the second biggest exploit in the original. Please don't team this up with the biggest exploit of the original, the custom house, or it'll make the game unplayable. :(


::shrugs:: Access to worldbuilder is the biggest cheat. People are going to play the way they want to... and cheat the way they want to. I just saw interest for this mod on the forums, and I had to create it for my mod in progress (Nomadic Clovis People), so I bundled up the independant files and offered them up.

So yes... you can use the scout exploit via this mod, but only if you choose to. Other mod makers who might want to incorporate this mod (it's really pretty simple) are free to make changes if they want to try to balance it out... but there several sites here in Florida that are old abandoned Spanish ports, it's just they they never actually did find treasure or the fountain of youth down here.
 
Good points. I think you should've linked unit loading (ie: treasure) to docks. Or even better, deep hull ships such as frigates and galleons require a dock to enter the city.
 
I might do that in an update when I get around to it... right now I'm messing with the Python Interface (I hate Python... I like working with the SDK so much more).
I'm trying to get Buildings to accept more than one profession type (same output, but different inputs or effciency rates)... about 1/3 the way there.

I've considered two paths to fixing the scout problem... one is simply requiring a dock for Deep-Hulled ships, as you said. The other is to give wagon trains a move of 0, but allow them to be transported via caravan... a bit more realistic, but more convoluded, so I'll probably go with the first.

In the update I also need to include Event Logging for when a colony is abandoned, at the moment there's no event. Finally, the Cargo Display in the city disappears when you exit the screen if 0 pop... the cargo is still there, and you can load it via the "load cargo" button (you can even make the caro in the city refresh by dropping new cargo in the right slot), so it's not a major problem... but still needs to be polished up a bit.

If there's a lot of downloads, I'll update the mod in the next couple of weeks, but at the momment I've got a lot on my plate.

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BTW, the best replacement for a custom house would be a way to toggle the selling of banned goods to other Europeans using the automated trade route interface, but I can imagine the headache to set that up.
 
BTW, the best replacement for a custom house would be a way to toggle the selling of banned goods to other Europeans using the automated trade route interface, but I can imagine the headache to set that up.

The only problem I have with this, is even though you have a custom house you're still part of the Empire under the Empire's law. You can't trade with other European countries as that's handled by the King.

The whole selling to other Europe Kings is not logical as you are still part of the Empire, controled by the King's law. You cannot trade with other Kings. That's my beef with that system. :)
 
Ah... Sorry, I was unclear.

I meant auto trading with other European COLONIES...

Assume that you could set their cities as Importers of goods... you deliver the goods and get 1/4 of their [sell price - their tax %], and they get one-fourth.... so it's all profit for them with no work.

A Custom House would then be required in order to use the auto trade with European Colonies and to be the one brokering the trade. A Custom House would also be required for selling of your overstock rather than the Warehouse Expansion... thus if it sold overstock for 1/2 the normal rate, this would mirror the 1/4th the price for you & 1/4th the price for them via the Automated Trade I described above.
 
Ah yep, as you can tell I was assuming the Col1 method. :)
 
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