Afew humble requiests...

Ozisl

Warlord
Joined
Sep 30, 2010
Messages
137
Location
Los Angeles
I have a small request for a very small mod.. Essentially, a "Sister City" option that lets you start with 2 settlers and maybe a worker, instead of the one settler. It would really make the first few thousand years much less boring.

I was also wondering if it would be possible to display how many turns a worker has left, as the cities show growth/production...

Oh, and finally... one idea went through my head - scorched earth strategy. I don't know how this could be implemented, but essentially all you to cripple everything around a city you are losing. Maybe force-raze once it is captured...
 
for the scorched earth, maybe you could make it so that if a hex has been pillaged then it deals some damange to any unit in that hex, or maybe that units cannot heal in that hex. Thats what comes to mind when you mention scorched earth... not so much force razing.

not sure about the worker part. This was easy as pie in civ4 but in civ5 I really have no clue.
 
Go Colts.

I was thinking about scorched earth in two terms...

First, there is the tile destruction. That, I don't know how to go about, other than your suggestion.

Second is the city. Say some massive horde is about to take a key built up city in a strategic spot. Better to waste the city - and especially since we can't destroy buildings. So you raze your own city, with the same method as razing a captured city, but twice as fast (ie, population was 14, it'll take 7 turns to "evacuate" everything and get outta dodge).
 
Go Colts! Been a fan since we were terrible back even before the Jim Harbaugh days.

Anyways, the basic definition of scorched earth is as follows;
A scorched earth policy is a military strategy or operational method which involves destroying anything that might be useful to the enemy while advancing through or withdrawing from an area. Although initially referring to the practice of burning crops to deny the enemy food sources, in its modern usage the term includes the destruction of infrastructure such as shelter, transportation, communications and industrial resources.

So I suppose city razing is a viable solution, but still the burning of crops to deny the enemy food is the main function of scorched earth policies. This should have less of an effect once you hit the industrial era or so, scorched earth policies in the modern world are very ineffective.

I'd still like to see a pillaged hex do 1-2 damage to any military unit who ends his turn there. It could even remain at 1-2 damage so that in the ancient times, it could be quite useful, but once you get rifleman and stuff, 1-2 damage is nothing really. The only real problem with this is the AI. I'm sure they would fumble around it, park in pillage tiles and kill themselves.
 
Hm, complicated system to work out.

I also had a thought about modern-era food resources... would there be a way to set it up so that a city with 20 citizens can ship (share) food with a new city... as in the breadbasket areas that exist IRL. Sounds horrendously complicated.
 
Kinda rambling here... but another good little change would be writing out the name of the building/unit being produced in the city to the right of the icon of what is being built. Some of those icons are hard to see.

And any way possible to remove the annoying having to choose something to build while waiting for a city to be razed...
 
The civilizations.xml file contains the "startunit" data, but it only seems to work with settlers. That's where you add more settlers, but trying to use those tags to add other units doesn't seem to work.

But if you look in the xml file that defines the era/ages, you can find more places to change starting units. Everybody starts with one "defense" unit by default in the ancient era, for instance (that's where your warrior comes from).

I think it doesn't allow you to choose specific unit types because of possible conflicts with starting techs, but that's just a guess.
 
True 'scorched earth' policy is the act of burning everything and falling back deeper into your own territory so that the advancing enemy starves to death and can't replenish their supplies.

You could modify radioactive fallout and redesign it to represent fire or smoke making production in that area zero. If a settler or two could emerge from the 'scorched earth' act then that wold be better.
 
Another ramble... what about a division between right of passage on sea and on land? I frequently find myself letting other civs in when I just didn't want to block them in.
 
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