Undisclosed said:
What am I suppose to do with this settlement I took from the barbarians that can't produce culture or hammers????
vmxa said:Who cares about reality, just give us back abandon city please. Now I have to raze or gift them, is that realistic?
yes it does, and it's a major, major pain in the arse.yo_gadgetboy said:Does the AI still build cities that intrude on your resource squares?
kasner said:my idea:
set a city you want into irreversible 'abandonment mode', which stops all production of gold and shields, science culture, food etc. (stops functioning as a city).
every single turn, your city produces a 'refugee' unit, and your city shrinks by one (therefore, if your city has a population of 12, it will take twelve turns to abandon, and eventually produce twelve refugee units).
all city improvements are gradually sold off one by one each turn. badluck if you can't sell them all off (7 improvements for a population of 3, for example, you'll only sell 3 improvements). eventually, the city will be empty, and decaying ruins remain on the map, possibly a good place for barbs to hide out. abandoned cities should grant a 50% defence bonus for units.
these refugee units can only do one thing. go to a new city and 'resettle' adding a population point. that's all they can do. they can't do anything a worker or settler can do. if you don't settle them, they'll just loaf away, drawing away precious gold (you'll have to support them until they get settled again!).
there, that's my idea!
Willem said:No sorry, can't be done. No more commiting genocide on your own people.
kasner said:my idea:
set a city you want into irreversible 'abandonment mode', which stops all production of gold and shields, science culture, food etc. (stops functioning as a city).
every single turn, your city produces a 'refugee' unit, and your city shrinks by one (therefore, if your city has a population of 12, it will take twelve turns to abandon, and eventually produce twelve refugee units).
all city improvements are gradually sold off one by one each turn. badluck if you can't sell them all off (7 improvements for a population of 3, for example, you'll only sell 3 improvements). eventually, the city will be empty, and decaying ruins remain on the map, possibly a good place for barbs to hide out. abandoned cities should grant a 50% defence bonus for units.
these refugee units can only do one thing. go to a new city and 'resettle' adding a population point. that's all they can do. they can't do anything a worker or settler can do. if you don't settle them, they'll just loaf away, drawing away precious gold (you'll have to support them until they get settled again!).
there, that's my idea!
you have the option to raze a city you capture the moment you capture it.Mazruk said:OK, now I'm confused. People are talking about abandon and raze as different? Can you raze a city?
MeteorPunch said:you have the option to raze a city you capture the moment you capture it.