City Razing

wut? what is this? some kind of sorcery? i need to check this. world builder! to me!

edit: glorious! it works! *_*
and we're fine with razing, but it's strange that such a huge change hasn't been mentioned into patch notes.
now, what about fortifying? i researched mathematics already. has it been moved farther down the tech tree or removed altogether? it'd be a shame, i loved using and abusing it.

You now need to bring workers with you to make fortifications.
 
wut? what is this? some kind of sorcery? i need to check this. world builder! to me!

edit: glorious! it works! *_*
and we're fine with razing, but it's strange that such a huge change hasn't been mentioned into patch notes.
now, what about fortifying? i researched mathematics already. has it been moved farther down the tech tree or removed altogether? it'd be a shame, i loved using and abusing it.

Actually it's mentioned:
http://forums.civfanatics.com/threads/and-svn-build-thread.471725/page-86#post-14494042

Merged Watiggi's raze city mod.
Also, no more raze and fortify, for the moment at least. Reason explained in the linked topic.
 
oh yes, i run the launcher, read the notes, "merged whatsitsname mod" and i MUST understand all the changes. silly me.

anyway thank you bane, my doomstack just got 10 workers more.
 
oh yes, i run the launcher, read the notes, "merged whatsitsname mod" and i MUST understand all the changes. silly me.

anyway thank you bane, my doomstack just got 10 workers more.

Actually those notes were supposed to be for developers. We added them there so that anyone can get an idea of what's happening. Official thread is the one I linked and there's also been a discussion here on the forum about this change: just read the messages in this topic before your message.
 
From Watiggi's description:
-when the city is razed, you might get a specialist relocated to one of your other cities. This specialist is much like the Statue of Liberty type of 'free specialist' in that you both need to have the free slots from buildings or civics in order to make it useful. Otherwise it will be a citizen until a better choice becomes available.

Is there a notification if one of your cities get a free specialist this way?
BTW: Wouldn't it be better to get +1 population instead of the free specialist? That would better represent the pros and cons of refugees migrating to your city - health and happiness issues you need to face. A free specialist on the other hand is always a bonus... until the end of the game. I'm wondering how much specs can be accumulated this way :deal:

wut? what is this? some kind of sorcery? i need to check this. world builder! to me!

edit: glorious! it works! *_*
and we're fine with razing, but it's strange that such a huge change hasn't been mentioned into patch notes.
now, what about fortifying? i researched mathematics already. has it been moved farther down the tech tree or removed altogether? it'd be a shame, i loved using and abusing it.
Fortifying is removed. You need to bring some workers along.
 
Is there a notification if one of your cities get a free specialist this way?
BTW: Wouldn't it be better to get +1 population instead of the free specialist? That would better represent the pros and cons of refugees migrating to your city - health and happiness issues you need to face. A free specialist on the other hand is always a bonus... until the end of the game. I'm wondering how much specs can be accumulated this way :deal:

Yes, you get a notification "A specialist has been relocated to xxx". And no, I don't think +1 population is a good idea unless I can add foreign culture which isn't currently possible. You get a specialist where you have a free slot, if no slots are available, you get 1 Citizen specialist. Yes, it's a bonus but you're only getting it by razing a city. And chances of getting a specialist are higher for big cities: you get 10% chance for city size, which means cities above size 10 always grant a specialist but cities of size 2 only have 20% chance of granting it. Holy cities or cities with wonders also increase chances of getting a specialist.
 
I captured a city with 2 population and it didn't give me an option to raze. I don't have the no razing option on.
 
Can confirm the AI don't play by the same rules as the human (currently) when razing cities.


Civ4ScreenShot0095.JPG


That was a size-10 city. I whittled down its defenders until one remained, and then waited. Suleiman eventually had a wandering Heavy Sword walk over and kill the remaining injured defender, and razed the whole thing without needing to 'plunder' the population first. Basically treated the city razing as it's worked before: "Do you want to keep this city? Y/N"

I know the fortifying ruins part is going to be done away with soon, but is the AI disregarding the plundering population mechanic a known issue as well?
 
Can confirm the AI don't play by the same rules as the human (currently) when razing cities.


View attachment 458083

That was a size-10 city. I whittled down its defenders until one remained, and then waited. Suleiman eventually had a wandering Heavy Sword walk over and kill the remaining injured defender, and razed the whole thing without needing to 'plunder' the population first. Basically treated the city razing as it's worked before: "Do you want to keep this city? Y/N"

I know the fortifying ruins part is going to be done away with soon, but is the AI disregarding the plundering population mechanic a known issue as well?

I would need to check the code since I've only adapted and merged it, but the author claimed AI was aware of the feature. It should be, or if it's not I trust I can teach AI to use it. Since I'm away from my modding pc for some days, it will require some time.
 
One other thing I've been noticing...

The last four cities I've taken, sometimes it fails to pillage a population.


Example:
I captured a size 16 city. I have 58 units in it, and around thirty of those were cavalry with one movement point left. I pillage twice, the population goes down to 14 and two horsemen lose their movement points. I pillage agaain..... And it stays at 14, but the unit that tried to pillage still uses up its movement point. The next pillage also 'fails', and so does the next. Then it finally works, and when it got down to 9 population, it failed four more times.

Just now I captured a size 7 city and with 18 units pillaging... It wasn't able to bring it down past 2, with most of the pillages failing to do anything. I had to wait until the next turn to actually raze it - and it took five units to pillage that size 2 city because of all the failed pillages.



Is this how the razing mod is supposed to work? Since I haven't actually had it 'fail' to pillage a pop until recently; all the other cities I'd taken since it was merged in would pillage population normally. If this is working as intended, how and when does population manage to survive a pillage? What determines if your pillage attempt fails or not?
 
How do I suspend "my own" cities ?! Do I need to pillage those too ?

PS: Thanx for a marvellous mod - This is the reason why Civ 5 and Civ 6 are "abandoned" in my Steam folder... Civ4+ROM simply just outperforms them in every aspect !!! You guys have done an incredible job and this is maybe the best mod I ever played of any game (and I've played quite a few)
 
Just one question:
the "pillage" option in a city is only available during revolt?
 
Just one question:
the "pillage" option in a city is only available during revolt?

Yes.

How do I suspend "my own" cities ?! Do I need to pillage those too ?

What do you mean by "suspend"?

One other thing I've been noticing...

The last four cities I've taken, sometimes it fails to pillage a population.


Example:
I captured a size 16 city. I have 58 units in it, and around thirty of those were cavalry with one movement point left. I pillage twice, the population goes down to 14 and two horsemen lose their movement points. I pillage agaain..... And it stays at 14, but the unit that tried to pillage still uses up its movement point. The next pillage also 'fails', and so does the next. Then it finally works, and when it got down to 9 population, it failed four more times.

Just now I captured a size 7 city and with 18 units pillaging... It wasn't able to bring it down past 2, with most of the pillages failing to do anything. I had to wait until the next turn to actually raze it - and it took five units to pillage that size 2 city because of all the failed pillages.



Is this how the razing mod is supposed to work? Since I haven't actually had it 'fail' to pillage a pop until recently; all the other cities I'd taken since it was merged in would pillage population normally. If this is working as intended, how and when does population manage to survive a pillage? What determines if your pillage attempt fails or not?

I'm not sure but probably yes, I can't check since I'm away from my modding pc but IIRC pillaging doesn't always lower population by 1. This is because the original mod was supposed to be more complicated like granting possibility to gain research/gold/other things when pillaging. I think it's fine as it currently is because I don't want it to be abused (provided current bugs about AI not using this feature are fixed, which I will do as soon as I can).
 
And chances of getting a specialist are higher for big cities: you get 10% chance for city size, which means cities above size 10 always grant a specialist but cities of size 2 only have 20% chance of granting it. Holy cities or cities with wonders also increase chances of getting a specialist.

Does this work if you take multiple turns to pillage the city? It seems to me that now I am pillaging bigger cities I am getting fewer specialists that I did earlier in the game when cities were smaller. Earlier I could more frequently pillage the city in one turn. It could be the magic of the RNG though, I have not tried that many times.
 
Does this work if you take multiple turns to pillage the city? It seems to me that now I am pillaging bigger cities I am getting fewer specialists that I did earlier in the game when cities were smaller. Earlier I could more frequently pillage the city in one turn. It could be the magic of the RNG though, I have not tried that many times.

Probably a RNG thing; you might try doing some other action in between pillage attempts, just to make things more random.
 
Yeah, same here - I had no idea what that mod was going to change and was very surprised that I can't raze cities anymore. With first one captured I just kept it, but without the ability to raze the second one (which HAS TO BURN) I just quit and came here to ask if it's a bug or not.
 
Yeah, same here - I had no idea what that mod was going to change and was very surprised that I can't raze cities anymore. With first one captured I just kept it, but without the ability to raze the second one (which HAS TO BURN) I just quit and came here to ask if it's a bug or not.

That was added to do away with the unrealistic "A single unit walks into a size 90 city and razes it at the same speed they do to a backwater size 2 city" concept. Now you have to "pillage" the city as if it was an improvement. One pillage removes one unit of population (usually) and when you pillage it after it reaches size one, it gets razed as per usual.


*edit* HOWEVER, there has been times when I captured a city that has NEVER had a single unit of my culture in it nor did it have any wonders or etc, and it didn't permit me to pillage the population, but the next city I took - which had more population (17 to this city's 15) and still zero culture from me ever (Was a greek core city) did let me pillage.

That on the other hand, is most likely a bug.
 
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