![]() |
| General | Hosted Sites | CivRev | Colonization | Civilization IV | Civilization III | Civilization II | Civilization | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
King
Join Date: Jul 2006
Location: Minneapolis, MN, USA
Posts: 897
|
UBs Should Remain on Capture
Currently unique buildings are automatically destroyed on city capture right?
I wish they were never destroyed on city capture. That would be awesome, and it would make attacking certain civ much more attractive than others. The Dutch for example, with all those juicy dikes. Also some war-torn cities might have several UBs in them! What a treasure trove that would be to capture. |
|
|
|
|
|
#2 |
|
King
Join Date: Jul 2009
Posts: 812
|
>>Currently unique buildings are automatically destroyed on city capture right?
no, they are converted to the standard building. |
|
|
|
|
|
#3 |
|
Dreadnought
Join Date: Dec 2001
Location: Sweden
Posts: 8,025
|
Kael made a mod that does this. Actually it even made cities keep nationality so you could keep making their UU and UB if it didn't have it. But not yours.
__________________
GreyFox.ME - a blog about Gaming and Me | ~SolidDread@DeviantArt | FfH2ComicStrips | My Mods Read Welcome To China! - Play Fall from Heaven 2 a Dark Fantasy Civ4 mod -> Download here - PDF Manual |
|
|
|
|
|
#4 |
|
Immortal
Join Date: Jul 2009
Location: Finland
Posts: 1,302
|
This works both ways. Incas often have a "free conquest CRE" trait since the conquered Granaries are converted into Terraces.
|
|
|
|
|
|
#5 |
|
King
Join Date: Jul 2006
Location: Minneapolis, MN, USA
Posts: 897
|
hmm that sounds like a sweet mod.
|
|
|
|
|
|
#6 |
|
Warlord
Join Date: Mar 2005
Posts: 221
|
History in the making mod has this feature. You get to keep the cities ablity to produce the UB and UU, but you don't get yours as well. Kinda cool.
Been playing the mod for a couple of weeks and like it. Just wish I could easily turn off some features like Opportunity Fire. |
|
|
|
|
|
#7 |
|
King
Join Date: Nov 2003
Location: Southern California foothills
Posts: 954
|
That's an interesting idea. It might work against you though. If Monty or Shaka were to conquer Gandhi for instance then you'd have a psycho warmonger with Fast Workers to contend with. I don't even want to think about Shaka with Praets.
![]() Edit: This leads to a question for those of you who have played with a mod that allows you to keep UU/UB after conquest. Have you seen the AI take advantage of this feature, for the UU, like a human player would? A human player, on conquering Gandhi, would build Fast Workers in the conquered towns rather than regular workers in his or her own for instance. Same for UB's: a human player would tend to build a conquered civ's UB for its strong advantage where the AI might not because it doesn't tend to build that particular building in the first place.
__________________
Well, I've blundered my way through another game. Last edited by binhthuy71; Sep 21, 2009 at 12:11 PM. |
|
|
|
|
|
#8 | |
|
American Hero
Join Date: Jun 2009
Location: Tampa Bay, Florida
Posts: 645
|
Quote:
I agree that they should remain... but sometimes they should be destroyed in the fighting of course... I think the more seige weaponry attacks you make (including bombards), the more damage should occur to the city... Was is the first civ where they would actually lose population from bombing/etc? Maybe something like that, but on a toned down scale.
__________________
People, please spare me your political left/right & authoritarian/libertarian scores in your signatures. NO ONE CARES! |
|
|
|
|
|
|
#9 | |
|
Prince
Join Date: Oct 2001
Posts: 471
|
Quote:
|
|
|
|
|
|
|
#10 |
|
Deity
Join Date: Nov 2005
Location: Torquay, England
Posts: 2,258
|
kochman - if they are culture-producers, they will be destroyed, as may most other buildings. But any non-culture UB will normally be converted to the standard if it survives conquest. I suppose that a Courthouse, Ziggurat or Sacrificial Altar would convert to a Rathaus if the building survived conquest by the HRE, but I can't confirm that a standard building would convert to a UB.
|
|
|
|
|
|
#11 | |
|
American Hero
Join Date: Jun 2009
Location: Tampa Bay, Florida
Posts: 645
|
Quote:
For example, I have a courthouse UB for a civ I modded. If I lose it, and it survives, it just becomes a standard courthouse. The code determines what will be destroyed or not, not the culture. It just so happens that all normally culture producing buildings (library, univ, etc) are coded to not be captured upon conquest. You can change that in the code I guess... so we shouldn't whine too much about it... its really rather simple... However, maintaining a UB cannot be coded (as simply at least)...
__________________
People, please spare me your political left/right & authoritarian/libertarian scores in your signatures. NO ONE CARES! |
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| UBs | GenocideBringer | Civ4 - General Discussions | 12 | Aug 26, 2007 09:54 PM |
| Analysis of new UBs | Polycrates | Civ4 - General Discussions | 3 | Jul 19, 2007 09:57 PM |
| Overpowered UBs? | TheArchduke | Civ4 - General Discussions | 52 | Jun 22, 2007 03:28 AM |
| New UUs and UBs ? | SkippyT | Civ4 - General Discussions | 6 | May 17, 2007 12:58 PM |
| Best/Worst UBs? | vormuir | Civ4 - Strategy & Tips | 74 | Feb 20, 2007 06:00 AM |