Darayavaush
Chieftain
- Joined
- Nov 25, 2015
- Messages
- 5
I'd like to offer several suggestions:
1. A specialist building that increases defence when staffed (militia?).
2. A way to non-violently decrease the population of an owned city, maybe at a temporary cost in happiness. Maybe a specific kind of internal trade route that carries away the population.
I made the mistake of settling a city on a one-tile island as a naval base for ship repair and it grew to 11 people, but after it was lost, retaken and lost almost all its buildings it contributed 10 to my unhappiness with no easy way to recoup that by buildings due to having no sources of production around it. The only thing I could do was gift the city away.
3. Refugees: when a city is being razed, on some turns instead population dying it transfers to a random nearby city as refugees, with probability of picking a given city increasing if it is owned, negatively scaling with distance and positively - with happiness of that city. Maybe they also create unhappiness, so the nations wouldn't like having a war between two civs on their border.
4. Population simply automatically moving away from unhappy cities - an unhappiness bar, similar to the food one, fills every turn with the value of the current unhappiness. When it completely fills up, one citizen moves away to a random city picked according to criteria in #3. This way a single unhappy city won't completely devastate your civilization, but will instead gradually depopulate, and also happy civs will attract population from their neighbours, thus improving growth.
1. A specialist building that increases defence when staffed (militia?).
2. A way to non-violently decrease the population of an owned city, maybe at a temporary cost in happiness. Maybe a specific kind of internal trade route that carries away the population.
I made the mistake of settling a city on a one-tile island as a naval base for ship repair and it grew to 11 people, but after it was lost, retaken and lost almost all its buildings it contributed 10 to my unhappiness with no easy way to recoup that by buildings due to having no sources of production around it. The only thing I could do was gift the city away.
3. Refugees: when a city is being razed, on some turns instead population dying it transfers to a random nearby city as refugees, with probability of picking a given city increasing if it is owned, negatively scaling with distance and positively - with happiness of that city. Maybe they also create unhappiness, so the nations wouldn't like having a war between two civs on their border.
4. Population simply automatically moving away from unhappy cities - an unhappiness bar, similar to the food one, fills every turn with the value of the current unhappiness. When it completely fills up, one citizen moves away to a random city picked according to criteria in #3. This way a single unhappy city won't completely devastate your civilization, but will instead gradually depopulate, and also happy civs will attract population from their neighbours, thus improving growth.