An option to SACK a city instead of raze or capture.

Yes it is. But liberation, IIRC, requires two things:
  • Peacetime
  • The other player to have the highest amount of culture in that city

Both clash with the concept of raiding...

You could adopt the python code I used for the YAM in ANM to convert a city back to it's original owner all in that single event. Yes it may have a half second delay doing so, but at least it gets the job done and the option is available. All you'd need to do is change what triggers the event and get the city to give instead of take. It transfers all culture, buildings, etc.
 
You could adopt the python code I used for the YAM in ANM to convert a city back to it's original owner all in that single event. Yes it may have a half second delay doing so, but at least it gets the job done and the option is available. All you'd need to do is change what triggers the event and get the city to give instead of take. It transfers all culture, buildings, etc.

IIRC, it doesn't convert it to it's original owner, it converts it to the civ with the most culture in the city (excluding the current owner). There is no variable stored in the city information to indicate the previous owner. Once the city has been acquired, the old city is deleted, all the information lost that wasn't transferred explicitly.

Anyway, even if I did give the city back to the original owner, then what? It seems strange to restrict units from entering it again, or giving free defenders....

I'm not happy with the current implementation or any currently proposed ones... I'm trying to think of a better solution.
 
wow I started a hell of a thread no? lol I'm glad everyone agrees that its a great idea, thanks to everyone who works hard on this mod its great!
 
I'm going to take a break from this; Perhaps I can come up with a better solution will I advance other projects. The main problem is that when a unit moves into a city owned by someone they are a war with; the game forces you to take over the city; before the popup appears....

Idea not forgotten, just postponed.
 
I'm going to take a break from this; Perhaps I can come up with a better solution will I advance other projects. The main problem is that when a unit moves into a city owned by someone they are a war with; the game forces you to take over the city; before the popup appears....

Idea not forgotten, just postponed.
Does this mean you can release the patch now?:mischief::D
 
Does this mean you can release the patch now?:mischief::D

I think two more bugs left ot fix: the negative hits of canceled OB/EE and one other thing mentioned in the todo list.
 
In one of the ancient Med Mods, slavery gives you a chance to enslave a unit during every battle. This slave could be a worker, join a city as a slave specialist, or become a Gladiator for increased culture or other benefits. Slave have the chance to earn their freedom to become freed slaves, citizens, and Gladiators can also win their freedom to become a Gladiator combat unit. Or they can die, too, whipped to death, killed in the arena, etc. Have a tech of the Emacipation Proclimation to free all slaves, Christianity religion begins to condemn the Gladiator games, causing unhappiness.
What do you think? It would bring even more depth to the Classical and Rennisance eras. So sacking a city and enslaving the population has a big payoff, not just in money.
 
I read up on the sacks of Rome and although some were about the invaders going into the city and then leaving, and others were about the invaders starving off the city and being paid to leave, perhaps the sacking of a city in civ could be similar to the blockades that boats do at sea, you block off all tiles in the cities radius and get gold per turn depending on the size of the city (which decreases over time) and your units don't receive a defensive bonus. ( or maybe a decrease to defense since they are "hunting for loot"). This would give you gold, make the city weaker, and you wouldn't have to worry about a city to control. "But the defenders in the city will attack your units if you sack the city" if there were strong enough defenders in the city you wouldn't really be able sack it.

Or it could be like the archer bombard and once the city has no more defensive units you could "sack" without actually entering with units but "bombard" from the outside with a unit revive gold and maybe destroy some buildings, which could be a choice. and same with the old rules, you cannot do this again for a couple of turns.

This would be more along the lines of raiding for a quick buck if you dont want a city to control or deal with the diplomatic issues/vacuum of razing

Or we could go a different direction and after you capture the city the AI would offer you a amount of gold or other item in return for you to leave the city and return to their control, which i dunno if that works during wartime because Ive noticed only one side can trade something for peace or ceasefire.
 
I've been trying to adapt the barbarian ransom mod in conquerer's delight. Maybe that mod could be adapted to a sack city feature somehow.

Edit: The Ransom code for the Vikings Mod of Warlords seems to be purely python. If you click install a new governor when conquering a city, you immediately get the option to ransom the city. If you pick this option you receive money and the culture, etc. goes back to what it was and the previous owner immediately gets the city back.

If one could just add a random amount of buildings destroyed and pop reduced based on amount of each, you would have a viable solution.
 
I didn't realize that. Do you have a link to find more information about that?

I think a sack is a little more severe version of that then. More of a population decrease and more looting/destruction of buildings. Maybe one could just add another option and increase the severity of the install new governor function.
 
I found this in the sdk, which seems to change the population upon conquest/capture:

Code:
pNewCity->setPopulation((bConquest && !bRecapture) ? std::max(1, (iPopulation - 1)) : iPopulation);

I figure if you change iPopulation - 1 to say iPopulation - X. I could change the population decrease.

Python seems to control icapturegold amount.

Not sure how to change the the number of buildings destroyed on conquest though.
 
searching some other threads I found this code for changing pillage amount
Code:
		<DefineName>BASE_CAPTURE_GOLD</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
		<DefineName>CAPTURE_GOLD_PER_POPULATION</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
		<DefineName>CAPTURE_GOLD_RAND1</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
		<DefineName>CAPTURE_GOLD_RAND2</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
		<DefineName>CAPTURE_GOLD_MAX_TURNS</DefineName>
		<iDefineIntVal>50</iDefineIntVal>

This seems to control if buildings are destroyed on capture:

Code:
<iConquestProb>100</iConquestProb>

It might take some work, but I think it is doable. In addition, another feature would be to add the ransom ability from the Vikins mod so that when you click to sack, the city would offer you a ransom. I've read this actually happened at times in history, but I don't want things to get complicated.


It is defined in the sdk code as well.

I think you could just make a new tag such as
Code:
<iSurviveSackProb>100</iSurviveSackProb>
. and similar GLobalDefines tags as above to modify the gold amount per pop, etc.

Maybe I should make a development thread in the Civ4 SDK forum? :band: That way many people could help to create a mod that everyone seems to want. I know there are some people in the C2C people who are interested in this idea as well. Then I could just link to the thread in the other similar threads.
 
Hm... what if, when you select sack, it moves your units off of the plot and then spawns a single militia unit of some kind (perhaps what is draftable) on the city? This would accomplish two things, one it would make a mimum of two pop loss from sacking, and it would also well leaving the city in the old controllers command it will be protected (kind of)
Is that a possible work around?
 
Sacking a city is interesting. The feature I wish was implemented is liberating a city (capturing a city with discouraging looting, a show of support to the indigenous population, avoiding civilian causalities, etc.). Such a feature would cause all buildings with survival odds 25% and more to survive automatically (buildings with less than that are treated normally), no gold is looted, the city's population is reduced by one and it is transferred to the nearest city (if tie determine randomly) of its former own if possible (representing loyalists leaving rather than population slaughtered), and there would still be a period of anarchy (representing problems caused by loyalists, installing new leadership, issues caused by military occupation, etc.).
 
So you don't gain as much gold but more buildings survive, an interesting trade off mechanic wise, but, there should be something related to happiness in the calculation, as you can't really logically liberate people that are happier with their current leader.
 
So you don't gain as much gold but more buildings survive, an interesting trade off mechanic wise, but, there should be something related to happiness in the calculation, as you can't really logically liberate people that are happier with their current leader.

I get what you mean. The only cities with that option should be ones with a non-state religion (only if the defending city has the same religion as your state religion or if the aggressor does not have a state religion and the defending city has a non-state religion present), a certain percentage of foreign culture (that you are not at war with), or city is unhappy. Besides liberating unhappy cities, the possibility of liberating cities for what would be minority populations (i.e. non-state religions, foreign cultures) should also be factor.
 
Well, I'm working on the mod, but I probabaly need help with the Python and maybe SDK.

I created a new Sack button option w/sdk after you conquer a city. I also added the Vikining Ransom python portions to the mod so only when you click on the sack button does the Ransom popup come up.

The Ransom python is from warlords so it will need some converting to BTS 3.19 to match the sdk. Basically what I'd like to do is have the Ransom popup have two options as is, but just change one option.

The Yes, Ransom option would stay the same.
The no to Ransom option be named perhaps Sack them and would function as the Ransom option, provide more gold, reduce the population a bit, and maybe destroy some buildings. However, there would be no Ransom city memory. Partisans then could be spawned with this option.

I tried messing with the sdk more extensively, but could not get it to work. The hard part with this python version will be getting rid of buildings.
 
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