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Old Sep 21, 2009, 02:46 AM   #1
Virtual Alex
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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.
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Old Sep 21, 2009, 03:28 AM   #2
bestsss
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>>Currently unique buildings are automatically destroyed on city capture right?
no, they are converted to the standard building.
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Old Sep 21, 2009, 03:33 AM   #3
Grey Fox
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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.
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Old Sep 21, 2009, 04:57 AM   #4
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This works both ways. Incas often have a "free conquest CRE" trait since the conquered Granaries are converted into Terraces.
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Old Sep 21, 2009, 11:14 AM   #5
Virtual Alex
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hmm that sounds like a sweet mod.
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Old Sep 21, 2009, 11:41 AM   #6
Scoottr
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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.
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Old Sep 21, 2009, 11:51 AM   #7
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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.
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Old Sep 21, 2009, 02:40 PM   #8
kochman
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Quote:
Originally Posted by bestsss View Post
>>Currently unique buildings are automatically destroyed on city capture right?
no, they are converted to the standard building.
Yeah, which is lame...
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.
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Old Sep 21, 2009, 02:49 PM   #9
Badtz Maru
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Quote:
Originally Posted by binhthuy71 View Post
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.
I don't think it would be coded for that. The AI doesn't seem to know how to make the most of it's cities using game mechanics in the core game (e.g. using cities optimized for building troops for troops exclusively or not wasting time building troops in cities not hooked up to strategic resources), I'm pretty sure it wouldn't be able to adjust to that, which is too bad - I'd enjoy a mod like that if it didn't give me an unfair advantage.
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Old Sep 22, 2009, 03:13 PM   #10
Bushface
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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.
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Old Sep 22, 2009, 03:38 PM   #11
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Quote:
Originally Posted by Bushface View Post
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.
Or be converted...
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)...
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