City razed during peace

sgrig

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Nov 29, 2001
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I recently built a new a city near the Roman border. We are friends with Romans, we have peace, and Romans are polite to me, but the next turn,while the city was still unprotected I get a message that Romans razed this city!

Did this ever happen to anyone else, that friends burn down your cities?
 
Stupid me! :o

I realised that I added a unit with hidden nationality and invisible tags! So such a unit destroyed my city!
 
So basically, a mod game that goes wrong.:D
 
Not very invisible either if it told you who actually razed the city :p
 
Actually, if you have a hidden nationality unit, and have team colour circles option enabled, you can always see which nationality the unit is. It's just attack by such a unit does not cause war.

I also noticed when I use a hidden nationality unit against other civs repeatedly, their attitude towards me quite quickly plunges to furious - so I think they also know that I am the owner of those hidden nationality units.

However still, giving a unit hidden nationality, invisibility and all as road flags makes an extremely powerful unit. The unit I made was called a "Preacher" available with polytheism - originally I just wanted it to be a defensive bombard unit (ie 0 range) - by 'preaching' before the battle it damages enemy morale, raises your troops' morale, etc. Then I decided that it should be able to penetrate enemy territory easily, so I gave it a hidden nationality and all as road ability, but so that it can survive in enemy territory I made it invisible (who is going to notice some crazy old man talking nonsense? ;) ). After that I gave it 1 attack, 1 defense so that its it least marginally useful ... and it became a killer!

Once all civs got Polytheism, everyone started building Preachers, attacking each others' cities, killing workers and settlers, and generally causing havoc! I didn't take into account that by the time polytheism is researched, many cities still have warriors as the defending unit, so it makes possible for Preachers to capture cities with quite a high probability!

I now moved Preacher to Monotheism and gave it a negative HP 'bonus', maybe it will be better...
 
Heh, in my own game I am always told that so and so destroyed improvement near my town. So, basically when an improvement is destroyed by a unit that is invisible and having hidden nationality, the advisor always know who they are! :p

Firaxis needs to fix this one in the next patch. Otherwise the hidden nationality flag become pretty useless! :o However, I do notice that the AI uses the invisible and hidden nationality units very well and they like to use them to capture your workers and also destroy your improvement once in a while. However, the AI does not use these units in a stack to attack your towns. Sure, they uses them to attack towns. But usually the units are split up to attack several town instead of using them in a stack to increase the chances of success. And when in war, these units are used by the AI like any other offensive units, attack in stack and protected by defensive units.

Another strange thing I find about the AI using these invisible and hidden nationality units is they actually form them into army! :lol: Of course that defeat their purpose as they become visible and also the nationality is no longer hidden when in an army. :D
 
I remember an idea for a gorilla (sp) unit that was like this. same stats as Civ 2 (4/4/1) with the road ability. Basically a privater (sp) but on land. It was not to be avalible until the monder age though. that made the 4/4/1 much less powerful, but still good.
 
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