catacombs question

choum

Chieftain
Joined
Jan 2, 2015
Messages
57
Hello,

I built some catacombs in some towns but each 5-10 turns i have an alert that inform me that some vilains found the entrance ... is there a way to solve this once for all (i put 10 soldiers and dogs more but it changed nothing)? Is it possible to delete catacombs?

My best regards
 
Best solution is to not build them unless your cities are well prepared against crime. And soldiers is not the deterant for Crimes or Criminals, Law Enforcement units are. Also make sure at least 1 LE unit is set to Inspection instead of Crime fighting. Inspection exposes the Criminal. So the Crime fighters (LEs) can make the "arrest".
 
Said villains could also be pigeons wandering the grounds outside the city as well if you have it possible for animals to enter borders. Any adjacent unit that isn't yours can incidentally trigger that message. If they aren't looking for a way to attack the city without worrying about minimum defense to enter or the city defense amount at all, then you're probably safe to simply ignore the message.
 
i have no adjacent unit, and a bunch of police cars and police dogs with high skills ... i find nothing to help ;) so if there is an option to destroy buildings it can be good ;)
 
Maybe we should consider alternate approaches to how buildings can be removed?
@TB: How hard would it be to give workers the ability to use one turn in a city to convert a built building into hammers and gold? The AI would of course need to understand how to use it properly.
Is the AI already aware that this or that building built in its empire is more negative than positive? (it presumably was more positive at a point as the AI chose to build it)

The worker would have a button that opens a pop up window, similar to the build up button, where all the built buildings in the city are listed.
The player would then be able to choose what buildings to demolish and see how much hammers and gold they will get for it.
  • A building costs 400 :hammers: to build.
  • 24% of that value (96) is returned to the city as :hammers: after demolishing it. (like chopping a forests)
  • 5% of that value (20) is returned to the treasury as :gold: after demolishing it.
  • The building get's demolished the turn after the worker has been ordered to demolish it.
Any thoughts to this suggestion?
 
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The original idea was that you were not demolishing the building but selling it to some private organization to use for some other purpose.
 
Maybe we should consider alternate approaches to how buildings can be removed?
@TB: How hard would it be to give workers the ability to use one turn in a city to convert a built building into hammers and gold? The AI would of course need to understand how to use it properly.
Is the AI already aware that this or that building built in its empire is more negative than positive? (it presumably was more positive at a point as the AI chose to build it)

The worker would have a button that opens a pop up window, similar to the build up button, where all the built buildings in the city are listed.
The player would then be able to choose what buildings to demolish and see how much hammers and gold they will get for it.
  • A building costs 400 :hammers: to build.
  • 24% of that value (96) is returned to the city as :hammers: after demolishing it. (like chopping a forests)
  • 5% of that value (20) is returned to the treasury as :gold: after demolishing it.
  • The building get's demolished the turn after the worker has been ordered to demolish it.
Any thoughts to this suggestion?
Not a simple project of course. So would have to be tabled for later development. I don't dislike the idea. It's actually pretty cool.
I don't know if the AI evaluates to demolish/sell off a building at the moment but if it doesn't, we're talking about something that could easily hog a lot of turn time to evaluate. At the moment, it mostly determines whether a building is good to build or not and I don't think it looks at the buildings it already has. I suspect it does NOT evaluate buildings for removal. Just imagine how many buildings it would have to evaluate every round if it did! All those buildings in every city tallying up a current value to the city... the slowdown could be quite impressive, as even a slight adjustment or two to the evaluation of whether to construct a building or not can mean a huge new delay.

I do still want to see the city screen implement the button widget created for Ctrl-A though. Somewhere. It's just never been placed is all. And I don't know the python well enough to place it.
 
At the moment, it mostly determines whether a building is good to build or not and I don't think it looks at the buildings it already has. I suspect it does NOT evaluate buildings for removal. Just imagine how many buildings it would have to evaluate every round if it did! All those buildings in every city tallying up a current value to the city... the slowdown could be quite impressive, as even a slight adjustment or two to the evaluation of whether to construct a building or not can mean a huge new delay.
It would have to be programmed in a limited manner, the evaluation may be runned based on some conditions that doesn't kick in for all cities at once every turn.
We'll need to think about some situations that may trigger it.
Like the moment a worker figures out that it has nothing more to do it could return to nearest city and trigger the evaluation for that city once, the city then gets flagged as evaluated and the evaluation will not be done again for that city before some other condition is fulfilled. Or perhaps there could be a small random chance 1% for the evaluation to trigger per city, if triggered a worker is called for to perform the demolish action.

Or:
Maybe we could have a building boolean tag that we use for buildings that has the potential to be more negative than positive, so that the AI can filter the amount of buildings it does the evaluation for.
I'm sure we could manage something a bit creative that would not be too resource consuming.
 
Once every 20 turns perhaps. Something like that perhaps. But even sharing the load of that for all the cities in the game across random turns, it's still likely to create a noticed slowdown.
 
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