(3-VT) increase the chance of capturing buildings from 66% to 80%

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alchx

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It's not fun to capture a city on 300-350 turn and then spend 50 turns, only to restore its production and scientific capacities, defensive potential, even buying every building that requires more than 1 turn for buildings. Especially in the case of capturing city-states - it takes a lot of turns to raise a city to a good level.

For example, 10 buildings cannot be restored faster than in 10 turns, since each building will take at least 1 turn to build. And if there are 30 such buildings, and some require 2-3 turns even with the cost of gold, then 25% -33% of the remaining game time (500 moves, capture at 300-350) we just restore the city instead of producing armies, aircraft and fleet.

Defensive and military buildings, monuments (what else?) are always destroyed. These are already about 10 buildings that definitely need to be restored.

In vanilla, it was possible to quickly rebuild a captured city simply by buying up all the destroyed buildings, but this required having a good economy.
 

Anarcomu

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It could be interesting to know if it is possible to have multiple buildings build in the same turn. This would ease up rebuilding effort. @Recursive, do you now if it would be "easily" feasible ? My take is that it is probably not at all, but can't be entirely sure.
 

pineappledan

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The next big version is going to add an ability that gives 100% capture chance. This is coming so hot on the heels of a big change to this exact mechanic that it hasnt even happened yet. I think we should freeze this until next congress.
 

alchx

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The next big version is going to add an ability that gives 100% capture chance.

I remember this was a unique feature of Rome.

It was nice to play as Rome and unpleasant against Rome, because the walls, castles and the like were not destroyed when the cities were captured.
 

pineappledan

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The ability is moving off of Rome and is going to be unlocked by the last policy in Imperialism.

It will be weakened a bit; Rome's ability retained national wonders and UBs. The policy version will only keep regular buildings, that will include defensive and military training buildings.
 

alchx

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That is, this is policy, and even a finisher. Too deep and the obligation to take Imperialism, which you don’t always want to go into ..

It would be more convenient to make this a promotion for a unit with a large amount of experience requirement - the next item after the Stalwart. In the early game, creating such a unit is incredibly difficult, but after the military academies and various tenets, it becomes not the most difficult thing.

Or create a special promotion for recon units. This will even make it possible to carry out special operations - bombarding cities with aircraft and ships until the defense is completely depleted and then sending in paratroopers to capture the city with all the buildings. Now paratroopers are pretty useless units. They defend well in melee attacks and regenerate, but they are simply shot from a distance, against which they have no defense bonus. When landing, they can easily lose 50%+ health from the interceptor. Their attack is very mediocre. Only needed to destroy roads to block reinforcements.
 
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pineappledan

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Too deep and the obligation to take Imperialism, which you don’t always want to go into ..
Late game is when the building retention actually matters anyways. The ability doesn't save you much :c5production: until all the players have had enough time and tech to build lots of buildings in their cities. Imperialism is also a conquest tree; it's the tree that people who would make use of that ability are most likely to pick.
It would be more convenient to make this a promotion for a unit with a large amount of experience requirement - the next item after the Stalwart. In the early game, creating such a unit is incredibly difficult, but after the military academies and various tenets, it becomes not the most difficult thing.
Ew. Then I would have to keep track of my 1 city taking unit to make the last hit on cities or else I lose hundreds of :c5production: worth of buildings. Hopefully I have promotion tags on, or else I am clicking through all my melee units to find the 1 with the correct promotion. Tying it to a promotion would be frustrating and obtuse.
 

alchx

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Ew. Then I would have to keep track of my 1 city taking unit to make the last hit on cities or else I lose hundreds of :c5production: worth of buildings. Hopefully I have promotion tags on, or else I am clicking through all my melee units to find the 1 with the correct promotion. Tying it to a promotion would be frustrating and obtuse.

Strangely, it seemed to me that promotions exist in order to select the most suitable unit for a certain action. Although, of course, no one forbids attacking in a completely random order by clicking the mouse around the screen carelessly, with units with any level of health, or simply by running units directly into the crowd of enemies. Entertainment can be anything.

Paratroopers, for example, are available to everyone without restrictions and do not require taking policies. It seems that any empire (be it Progress, Tradition, Rationalism and others) should be interested in not restoring cities in the late game for several dozen turns.
 

Recursive

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It could be interesting to know if it is possible to have multiple buildings build in the same turn. This would ease up rebuilding effort. @Recursive, do you now if it would be "easily" feasible ? My take is that it is probably not at all, but can't be entirely sure.
I think Great Engineers can do it? If I'm correct on that, there is existing code which could be repurposed.
 

azum4roll

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I think Great Engineer can't complete a building if there's already one completed in the same turn.
 

Recursive

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