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Build: repair city health

Discussion in 'Civ5 - General Discussions' started by Creepy Old Man, Oct 31, 2010.

  1. Creepy Old Man

    Creepy Old Man Warlord

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    How 'bout a build option (similar to build: wealth or build: research) that allows a city to more rapidly regenerate health lost in battle?
     
  2. killmeplease

    killmeplease Mk Z on Steam

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    i like it.
    will make cities stronger that is good.
     
  3. Camikaze

    Camikaze Administrator Administrator

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    That seems to make quite good sense. When would this build option become available, and is it best to leave it as a simple 'heal' build option, or make it a building that has that effect?
     
  4. killmeplease

    killmeplease Mk Z on Steam

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    build option is better imo
     
  5. Slowpoke

    Slowpoke The Mad Modder

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    Heh.

    Currency -> create wealth
    Education -> create science
    Engineering -> create hp
     
  6. Camikaze

    Camikaze Administrator Administrator

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    'Recovering health' might be a better option than 'create hp'. Presumably the first would be limited to the maximum defence of the city, whereas the second would simply make a city more and more powerful, and could make cities much more powerful than the game design intended.
     
  7. snipperrabbit!!

    snipperrabbit!! Deity

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    'Recovery' sound good, & it can be made available at economics since this tech implies more leverage and control of your economy.
     
  8. killmeplease

    killmeplease Mk Z on Steam

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    i'd say despotism gives more control of economy
    i mean total control :) and its implied that it is available from start
     
  9. snipperrabbit!!

    snipperrabbit!! Deity

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    Well, I play my games to gain more stuff to work with in order to get more stuff to work with in order to ... etc ...
    Is despotism a tech ?
     
  10. killmeplease

    killmeplease Mk Z on Steam

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    no.. but until freedom/liberty is adopted, i think all players are despots
     
  11. RomanHoliday

    RomanHoliday Kibitzer

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    I say have a Civic Engineer specialist. Or perhaps divert a percentage of production towards "healing" like we currently "build" science or in Civ IV where we could "build" happiness or culture.

    This would happen as early as "Engineering." I have no idea how historically accurate this would be; I can't find anything in my history books about "City Hit Points."
     
  12. killmeplease

    killmeplease Mk Z on Steam

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    in ancient times citizens were always engaged in repair of fortifications immediately after assaut (if it was fended ofcourse). the same technology needed as for the walls (masonry, afair). and walls too!
     
  13. OTAKUjbski

    OTAKUjbski TK421

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    /agree

    Masonry allows walls, so it only makes sense it would also allow repair of those walls.

    With that being said, should Recovery only be allowed when Walls or other Building fortifications are available? Or as previously mentioned about using specialists, perhaps defensive structures should offer specialist slots -- either to bolster the defense rating or to repair it.
     
  14. eric_

    eric_ Emperor

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    :goodjob:

    That would certainly make walls, castles, etc, far more useful.
     
  15. Camikaze

    Camikaze Administrator Administrator

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    This argument could be applied to any build option. I think it's implied that you have full control of your empire from the beginning.
     
  16. wcil

    wcil Chieftain

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    Sounds great!

    City Walls? 2 HP / turn
    Castle? 3 HP / turn
    Military Base? 4 HP / turn.
     
  17. Johan de Witt

    Johan de Witt Prince

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    Nice idea. Then if we give these types of buildings a bonus to the attack your city does, I would be a happy Panda.

    In the ancient times, I sometimes remove 4-5 HPs from a warrior or a spearman with the city attack. From Pikeman and up, I never manage to remove more than 1 HP.
     
  18. ProkhorZakharov

    ProkhorZakharov Chieftain

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    I'm in favor of wcil's approach, simply adding it as an extra feature of defensive buildings. It adds relatively little complexity and micromanagement, and gives value to some previously almost worthless buildings. I do worry that adding HP regeneration will weaken the AI even further, as it's very bad at taking a city quickly, but can over time use its superior numbers to whittle down a city's health. A city with a castle and a trebuchet might become invulnerable to an AI assault, which isn't good for game balance.
     
  19. Camikaze

    Camikaze Administrator Administrator

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    On the other side of the coin, wouldn't the AI be helped by being able to regenerate its own city's health?
     
  20. ProkhorZakharov

    ProkhorZakharov Chieftain

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    I doubt it. A human player is usually able to set things up so he can take the city in a single turn; this is much more difficult for the AI.
     

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