Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,955
This proposal does not conflict with other 7-57, but is closely related. In fact it would probably be desirable to do some of the other 7-57 along with this one, rather than this one alone
Problem:
Buildings are unrealistically invulnerable to attack -- city can reach 0 hp and still have all important buildings fully functional, including those whose primary purpose is to prevent city from reaching 0 hp in the first place -- this is thematically jarring and creates a disconnected feeling to the cities we see on map vs the cities we see in city screen.
Past civ franchise titles have included mechanisms to destroy defensive buildings, short of full capture. Re-adding interesting civ franchise features missing from civ 5 vanilla is one of VP's prime reasons for existing.
Proposal:
Example:
(hp numbers used are just illustrative, not representative of actual game values):
City (100 hp) has walls (20 hp) castle (30hp) and arsenal (50 hp).
For the first 100 hp of damage suffered (city base amount), attack proceeds as we are accustomed to. Once the damage to city exceeds 120 hp (base + walls amount), the walls are destroyed and must be rebuilt in the city production queue. The hp denominator is reduced by corresponding amount (current numerator stays same) and the city loses any strength this building added. Calculation repeats for castle as more damage is inflicted to city, such that once and additional 30 hp is lost, castle is destroyed, etc.
Problem:
Spoiler :
Buildings are unrealistically invulnerable to attack -- city can reach 0 hp and still have all important buildings fully functional, including those whose primary purpose is to prevent city from reaching 0 hp in the first place -- this is thematically jarring and creates a disconnected feeling to the cities we see on map vs the cities we see in city screen.
Past civ franchise titles have included mechanisms to destroy defensive buildings, short of full capture. Re-adding interesting civ franchise features missing from civ 5 vanilla is one of VP's prime reasons for existing.
Proposal:
- Any defensive building that confers hp to city can be destroyed when city is attacked, if city hp corresponding to the building is lost.
- City base hp is attacked first, ie no buildings lost til city base hp all gone.
- After hp amount corresponding to city base hp is lost, buildings are destroyed according to the order they appear in tech tree. Where two buildings are on same tech tier, whichever provides smaller HP amount is lost first.
- Wonders are all exempt of course. UB may be exempted as well IFF they are not replacing a normal defensive building (ie if someone has a unique library that added HP, it would be exempt, but unique walls are not)
- naval hp buildings exempt (lighthouse, harbor)
- All hp conferring buildings affected are buffed to 150% of their current HP values
- after building is destroyed, cannot be rebuilt for 10 turns
Example:
Spoiler :
(hp numbers used are just illustrative, not representative of actual game values):
City (100 hp) has walls (20 hp) castle (30hp) and arsenal (50 hp).
For the first 100 hp of damage suffered (city base amount), attack proceeds as we are accustomed to. Once the damage to city exceeds 120 hp (base + walls amount), the walls are destroyed and must be rebuilt in the city production queue. The hp denominator is reduced by corresponding amount (current numerator stays same) and the city loses any strength this building added. Calculation repeats for castle as more damage is inflicted to city, such that once and additional 30 hp is lost, castle is destroyed, etc.
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