Disbanding Cities

HallBregg

Chieftain
Joined
Feb 11, 2010
Messages
21
I hate that I can not disband cities. Early game this is not so much of a problem because of the abundance of resources means that it realy dificuld to have a realy useless city, but as you progress to the late game and cities need more and more tiles to be useful, it would be nice if you con disband the smaller ones.

Also historically there have been many instances of cities shrinking into disapearance often because a neighbouring city outgrown it. So I think that it would be an interesting dinamic if you could disband cities with 1 pop, maybe with some extra requirements: types of goverment, techs, no active wonders, what do you think?
 
I for one would like to see an ability to evacuate cities that are threatened by opposing armies. Say, one population may be converted into one refugee unit per turn, who can in turn be resettled into another city for a monetary cost or converted into a new "partisan" unit for each era. When the population falls to one, it may be disbanded in exchange for a settler and some gold.

The amount of gold given should be based upon the quantity/quality of infrastructure in the city; furthermore, it might be interesting to code in some kind of gamewide announcement saying the following:

" The city of "" has been evacuated and torched by the "" empire. The amount of wealth salvaged by the occupants is currently unknown."

Holy Cities could be relocated....

Finally, this should be extended to allow you to immediately go through the process for cities that are flipped upon spawn, provided that they are not holy or the capital. I think that a solution like this would be a good way to prevent bad American, Turkish or Prussian spawns.
 
that wouldn't be too hard to code. have unit called a migrant or refugee, produced with food, when built destroys the city and carries a population number with it via a dummy promotion. then it could go to one of your other cities and join it, adding population according to the number.

or it might be better to allow only 3 pop to be drained away at a time so that it would take longer to evacuate bigger cities, but still include the variable so there is difference between evacuating a size 1 city and a size 3. and make the population transfer operate at less then 100% efficiency to nerf it a bit.
 
Make it 50 percent chance that the population migrants (which you have to spend a turn of production to make in the first place) go to other countries nearby. With the exception of the US, which can attract migrants from around the world.
 
I would prefer more control over flips (like, an individual ability to refuse or disband them like what happens with culture flips). Cities acquired by other means can already be razed, and imo founding close or further apart should be a decision that you have to make and then stick with it. Both alternatives have advantages and disadvantages.
 
I would prefer more control over flips (like, an individual ability to refuse or disband them like what happens with culture flips). Cities acquired by other means can already be razed, and imo founding close or further apart should be a decision that you have to make and then stick with it. Both alternatives have advantages and disadvantages.

i like individual instant ability too because waiting or building something to raze a city sort of defeats the purpose of it (your spending valuable time to raze a city which you could have spent on building the other city)

I also like what the OP said about just being able to raze cities which you no longer want/need so that early in the game you can build cities close to each other and later on disband them which could add more strategy to the game especially since most early civs are very hard to win on emperor.
 
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