Lost Infrastructure when capturing a City

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Chieftain
Joined
Aug 2, 2009
Messages
30
Is there a way to estimate what buildings are inside of a city you are targeting for takeover?

More important, is there a way to minimize how much infrastructure (i.e. buildings) get destroyed when you take over a city?

When taking over a culturally significant city there should be something inside it. After taking it (and before seeing inside) we have to decide to keep or raze.

Sometimes there are some buildings left, sometimes there is nothing.

Is this a function of how long the battle lasted, the type of units used? If you knock down the defenses with barrage are you destroying more buildings?

If you pillage outside of a city do you damage anything inside? (Lately I have been leaving the cottages/villages/towns alone outside of a city I'm planning on keeping).

I know that Wonders are never destroyed unless the city is razed.

Wasn't able to find anything on this but my search skills are limited.
 
Each building has a percentage to be destroyed upon capture. And all Culture buildings* get razed to the ground.

*the exception here are Wonders, Shrines, Academies, and Unique Buildings which replace a non-culture building. (Terrace vs Granary)
 
Each building has a percentage to be destroyed upon capture. And all Culture buildings* get razed to the ground.

*the exception here are Wonders, Shrines, Academies, and Unique Buildings which replace a non-culture building. (Terrace vs Granary)

When you say cultural - doees that mean any building that adds any culture (i.e. library, marketplace) gets destroyed?

Explains why I sometimes see granary, forges left and not others.
 
Is there a way to estimate what buildings are inside of a city you are targeting for takeover?

Before the last battle? Yes, look at the picture on the map, and learn to recognize the buildings

More important, is there a way to minimize how much infrastructure (i.e. buildings) get destroyed when you take over a city?

Only by modding the game - it's a dice roll, nothing more.

When taking over a culturally significant city there should be something inside it. After taking it (and before seeing inside) we have to decide to keep or raze.

The 3.19 patch allows you to examine the city before making your choice.

Is this a function of how long the battle lasted, the type of units used? If you knock down the defenses with barrage are you destroying more buildings?

If you pillage outside of a city do you damage anything inside? (Lately I have been leaving the cottages/villages/towns alone outside of a city I'm planning on keeping).

No, and no. The BuildingInfos file includes a bunch of attributes that determine what happens to buildings in each of the different kinds of transfers - left alone, destroyed, culture stripped, coin flip. That's the only driver.
 
When you say cultural - doees that mean any building that adds any culture (i.e. library, marketplace) gets destroyed?

Explains why I sometimes see granary, forges left and not others.

You know what, I forgot about those. Libraries and Universities stay. I think Theatres do, too, but I'm not 100% sure. Hmm, does anyone have a list?
 
When you say cultural - doees that mean any building that adds any culture (i.e. library, marketplace) gets destroyed?

Explains why I sometimes see granary, forges left and not others.

Any generic building that adds culture gets destroyed automatically. Libraries, temples, theaters, universities, monumnets, and monastaries are all generic.

Any national wonder gets destroyed.

Unique buildings (wonders, shrines, etc.) that add culture are not destroyed. Since these are one-time builds worldwide, it would be unfair to automatically destroy these. The catch to this is that the unique building no longer generate culture for you. You get the benefit of the wonder but not the culture production.

All other buildings have a chance to survive the invasion.
 
Search your hard drive for a file called CIV4BuildingInfos.xml

There is one of these files for each version of the game you have. Open the file. You'll see a bunch of XML code that lists all of the different buildings and their attributes. For instance, the entry for granary looks like this:

Spoiler :

- <BuildingInfo>
<BuildingClass>BUILDINGCLASS_GRANARY</BuildingClass>
<Type>BUILDING_GRANARY</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_GRANARY</Description>
<Civilopedia>TXT_KEY_BUILDING_GRANARY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_GRANARY_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_GRANARY</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_POTTERY</PrereqTech>
<TechTypes />
<Bonus>NONE</Bonus>
<PrereqBonuses />
- <ProductionTraits>
- <ProductionTrait>
<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<HappinessTraits />
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>60</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>66</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>50</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>3</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges />
<RiverPlotYieldChanges />
<GlobalSeaPlotYieldChanges />
<YieldChanges />
<CommerceChanges />
<ObsoleteSafeCommerceChanges />
<CommerceChangeDoubleTimes />
<CommerceModifiers />
<GlobalCommerceModifiers />
<SpecialistExtraCommerces />
<StateReligionCommerces />
<CommerceHappinesses />
<ReligionChanges />
<SpecialistCounts />
<FreeSpecialistCounts />
<CommerceFlexibles />
<CommerceChangeOriginalOwners />
<ConstructSound>AS2D_BUILD_GRANARY</ConstructSound>
- <BonusHealthChanges>
- <BonusHealthChange>
<BonusType>BONUS_CORN</BonusType>
<iHealthChange>1</iHealthChange>
</BonusHealthChange>
- <BonusHealthChange>
<BonusType>BONUS_RICE</BonusType>
<iHealthChange>1</iHealthChange>
</BonusHealthChange>
- <BonusHealthChange>
<BonusType>BONUS_WHEAT</BonusType>
<iHealthChange>1</iHealthChange>
</BonusHealthChange>
</BonusHealthChanges>
<BonusHappinessChanges />
<BonusProductionModifiers />
<UnitCombatFreeExperiences />
<DomainFreeExperiences />
<DomainProductionModifiers />
<BuildingHappinessChanges />
<PrereqBuildingClasses />
<BuildingClassNeededs />
<SpecialistYieldChanges />
<BonusYieldModifiers />
<ImprovementFreeSpecialists />
- <Flavors>
- <Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey />
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>
- <BuildingInfo>


Look at the line that says <iConquestProb>66</iConquestProb>
This means that a granary has a 66% chance of surviving when the city is conquered. Most non-culture, non-military, non-wonder buildings have a 66% chance of surviving.
 
What happens to the culture output of the building if you re-capture the city few turns after you lost it? I know that if you capture the city fast enough there won't be anarchy and the cultural borders are as they were when you lost the city.

I mean for example if you have built a wonder and then lose the city. Next turn you capture the city back. Does the wonder start to produce culture again or is the cultural output lost?
 
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