thescaryworker
Builder
I have heard many complaintss of 'why can't we trade cities anymore?' the answer is: they took it out because the hu*cough* player abused it. I thought up these rules for city trading:
To trade a city it must have ALL of these conditions satisfied:
- There can be none of your units inside that particular city's borders
- You must not be in anarchy
- There can be no resisters in the city
- The city cannot be revolting (a.k.a., unhappy higher than happy)
Cost modifiers:
If the city is a town:
| base cost is 100x
| If city is starving, divide cost by 2
| Each improvement adds 2 gold/sheild cost to final amount
- If the city is a city:
| base cost is 200x
| If city is starving, divide cost by 1.5
| Each improvement adds 4 gold/sheild cost to final amount
- If the city is metropolis:
| base cost is 400x
| If city is starving, divide cost by 1.25
| Each improvement adds 6 gold/sheild cost to final amount
- All cities:
: Each military unit one tile outside of city borders adds 500 gold, they are returned to capitol
: Two tile outside borders are moved one tile back (add 100 gold)
: Each culture point adds 2 gold per city (one for town and 3 for metropolis)
: Each citizen native to your pop reduces x by 1 (to buyer) -Aussie Lurker
: Each native culture point decreases cost by 1 (to buyer) -Aussie Lurker
: If buyer's culture points in city surpasses seller's culture in city, this increases to 2-3 depending on ratio (built off previous)
: Production increases by this factor [x*.05] -Aussie Lurker
: Wealth increases by [x*.02-x*.01] -Aussie Lurker
: If buyer is winning war vs. particular AI, cost is divided by 1.25-2
: If buyer is losing or neutral in a war vs. that AI, cost is multiplied by 1.5-3
: Recources increase by 'y' gold (dependant on whether buyer has recource, whether that is the seller's only stockpile of that recource, and how rare or useful it is)
: Corruption(or its substitute) decreases it by this:
___0%_________final/.1
___10%________final/.5
___20%________final/.8
___30%________final/1
___40%________final/1.3
___50%________final/1.7
___60%________final/2.2
When City Is Traded (Effect on Population)
: Extra Unhappiness (dependant on culture, size, and position) Aussie Lurker & Dida
: If a core city is traded, lots of unhappiness (dependant on size and culture) Aussie Lurker & Dida
: Each citizen traded had a 50/50 chance of revolting in the nearby area around the city (built off last)
: This does not apply if it is not connected in any way. (built off last)
: In the rest of your empire, there is a 5% chance that citizen will revolt (family, increased to 12.5% if flight discovered). (built of one before last)
Notes:
x = # citizens in city
minimum recource addition is based on buyer's tech, too (low on tech tree[500], middle-middle low[1000], middle-middle high[2000], high[5000+])
If recource cannot be seen by seller, the recource addition is invalid
I will update this post as suggestions are made
To trade a city it must have ALL of these conditions satisfied:
- There can be none of your units inside that particular city's borders
- You must not be in anarchy
- There can be no resisters in the city
- The city cannot be revolting (a.k.a., unhappy higher than happy)
Cost modifiers:
If the city is a town:
| base cost is 100x
| If city is starving, divide cost by 2
| Each improvement adds 2 gold/sheild cost to final amount
- If the city is a city:
| base cost is 200x
| If city is starving, divide cost by 1.5
| Each improvement adds 4 gold/sheild cost to final amount
- If the city is metropolis:
| base cost is 400x
| If city is starving, divide cost by 1.25
| Each improvement adds 6 gold/sheild cost to final amount
- All cities:
: Each military unit one tile outside of city borders adds 500 gold, they are returned to capitol
: Two tile outside borders are moved one tile back (add 100 gold)
: Each culture point adds 2 gold per city (one for town and 3 for metropolis)
: Each citizen native to your pop reduces x by 1 (to buyer) -Aussie Lurker
: Each native culture point decreases cost by 1 (to buyer) -Aussie Lurker
: If buyer's culture points in city surpasses seller's culture in city, this increases to 2-3 depending on ratio (built off previous)
: Production increases by this factor [x*.05] -Aussie Lurker
: Wealth increases by [x*.02-x*.01] -Aussie Lurker
: If buyer is winning war vs. particular AI, cost is divided by 1.25-2
: If buyer is losing or neutral in a war vs. that AI, cost is multiplied by 1.5-3
: Recources increase by 'y' gold (dependant on whether buyer has recource, whether that is the seller's only stockpile of that recource, and how rare or useful it is)
: Corruption(or its substitute) decreases it by this:
___0%_________final/.1
___10%________final/.5
___20%________final/.8
___30%________final/1
___40%________final/1.3
___50%________final/1.7
___60%________final/2.2
When City Is Traded (Effect on Population)
: Extra Unhappiness (dependant on culture, size, and position) Aussie Lurker & Dida
: If a core city is traded, lots of unhappiness (dependant on size and culture) Aussie Lurker & Dida
: Each citizen traded had a 50/50 chance of revolting in the nearby area around the city (built off last)
: This does not apply if it is not connected in any way. (built off last)
: In the rest of your empire, there is a 5% chance that citizen will revolt (family, increased to 12.5% if flight discovered). (built of one before last)
Notes:
x = # citizens in city
minimum recource addition is based on buyer's tech, too (low on tech tree[500], middle-middle low[1000], middle-middle high[2000], high[5000+])
If recource cannot be seen by seller, the recource addition is invalid
I will update this post as suggestions are made