One of my favorite features in Civ III Conquests was the addition of craters after shelling or bombing a target. Now, with the implementation of Python, there is considerably more flexibility to what can be added for immersion sake! There are already multiple features included in C2C that add for more dynamic (and ultimately strategic!) wars (IDW, Surround and Destory, Battlefield Damage), however I've always wanted a more devastating effect after a huge overwhelming-force invasion.
(Standard Caveat when addressing Mod authors--habit from talking to Skyrim modders) Now, I'm not a coder. I won't pretend to understand the simplicity/difficulty of adding features like this to the game. Furthermore I appreciate this is your baby and ultimately your decision, however I hope you take these ideas with due consideration!
Here we go:
- Spats of Combat (<3 Battles in a turn) should still retain the "Smoke" feature.
- Intense firefights (>3 yet <5 Battles in a turn) would see considerably more lasting damage. Increase of negative properties by random value 15-75(crime,water/air pollution, Disease).
30% chance that any forests in tile become the Burnt until 50 turns passed and tile became a young forest [I already saw these terrain improvements in the Civilopedia, and have only gotten to the Medieval Age so far so I don't know if you've already implemented this!]
- Dug-In warfare between 2 stacks of death (>5 Battles in a turn) would have the most devastating effect on the terrain. The terrain would have a 60% chance to revert to the barren type (Either indefinitely or for x turns). Would be -3
, -3
, -1:Health:, +2
. Negative properties would be increased by random value 50-200. Forests 1 tile away would have 30% chance to become burnt.
As for improvements, any combat on a tile with a terrain improvement would have:
2% Chance for Mine, Shaft Mine, Modern Mine to become depleted mine
15% Chance for cottage, hamlet, village, town to become ruins
15% Chance for destruction of Machinery improvements
5% Chance for naval improvements to be "collateral damage", 15% chance for stationary naval improvements (Oil rig, submerged town, etc)
60% Chance to replace improvement with Craters if Bombard Tile is used and High Explosive has been researched
Events could also be included. I.E.:
-Higher chance for "bandits in the farms" events after farm tile battle
-New event for "Iron Harvest" (after High Explosives is researched) [See here: http://en.wikipedia.org/wiki/Iron_harvest if "craters improvement" are in a tile
"Our farmers have been unearthing multiple explosives from past conflict. Though no one has been injured yet, many citizens are complaining it is only a matter of time before someone gets killed!
-Pay to have the fields swept (x Gold deducted, "Craters" removed, +1
for 30 turns in nearest city)
-Eh, I'm sure they're just exaggerating (25% Chance to lose 1 population in nearest city, +5 Local Instability for 30 turns, +2
for 30 turns, "Craters" remain)
-We have reserves... (Need Conscription, Mind Control, The Grid, or other relevant civic. 50% Chance to lose 1 population in nearest city, +2
for 30 turns, "Craters" removed)
Lastly, if youre still reading, have a "dug-in" improvement accompany the "Trench" promotion. The promotion, in addition to giving usual collateral damage buffs, will allow a "Dig In" ability which will take 1 turn and build a trench improvement (I'm thinking the graphic for palisade, earth wall, or Checkpoint) that adds +15% Tile defense. Ideally, this would be in addition to any other improvement (like a bunker or fort) and would remove itself after a few dozen turns if unoccupied.
I threw the numbers in as place holders, since I figure your team would have a considerably better idea of how to keep things balanced. The idea of having to do a total reconstruction of occupied territory after a particularly brutal war (whether it's newly acquired territory or something to leave for your enemies) is something I get giddy about!
Thoughts?
(Standard Caveat when addressing Mod authors--habit from talking to Skyrim modders) Now, I'm not a coder. I won't pretend to understand the simplicity/difficulty of adding features like this to the game. Furthermore I appreciate this is your baby and ultimately your decision, however I hope you take these ideas with due consideration!
Here we go:
Spoiler :
- Spats of Combat (<3 Battles in a turn) should still retain the "Smoke" feature.
- Intense firefights (>3 yet <5 Battles in a turn) would see considerably more lasting damage. Increase of negative properties by random value 15-75(crime,water/air pollution, Disease).
30% chance that any forests in tile become the Burnt until 50 turns passed and tile became a young forest [I already saw these terrain improvements in the Civilopedia, and have only gotten to the Medieval Age so far so I don't know if you've already implemented this!]
- Dug-In warfare between 2 stacks of death (>5 Battles in a turn) would have the most devastating effect on the terrain. The terrain would have a 60% chance to revert to the barren type (Either indefinitely or for x turns). Would be -3



As for improvements, any combat on a tile with a terrain improvement would have:
2% Chance for Mine, Shaft Mine, Modern Mine to become depleted mine
15% Chance for cottage, hamlet, village, town to become ruins
15% Chance for destruction of Machinery improvements
5% Chance for naval improvements to be "collateral damage", 15% chance for stationary naval improvements (Oil rig, submerged town, etc)
60% Chance to replace improvement with Craters if Bombard Tile is used and High Explosive has been researched
Events could also be included. I.E.:
-Higher chance for "bandits in the farms" events after farm tile battle
-New event for "Iron Harvest" (after High Explosives is researched) [See here: http://en.wikipedia.org/wiki/Iron_harvest if "craters improvement" are in a tile
"Our farmers have been unearthing multiple explosives from past conflict. Though no one has been injured yet, many citizens are complaining it is only a matter of time before someone gets killed!
-Pay to have the fields swept (x Gold deducted, "Craters" removed, +1

-Eh, I'm sure they're just exaggerating (25% Chance to lose 1 population in nearest city, +5 Local Instability for 30 turns, +2

-We have reserves... (Need Conscription, Mind Control, The Grid, or other relevant civic. 50% Chance to lose 1 population in nearest city, +2

Lastly, if youre still reading, have a "dug-in" improvement accompany the "Trench" promotion. The promotion, in addition to giving usual collateral damage buffs, will allow a "Dig In" ability which will take 1 turn and build a trench improvement (I'm thinking the graphic for palisade, earth wall, or Checkpoint) that adds +15% Tile defense. Ideally, this would be in addition to any other improvement (like a bunker or fort) and would remove itself after a few dozen turns if unoccupied.
I threw the numbers in as place holders, since I figure your team would have a considerably better idea of how to keep things balanced. The idea of having to do a total reconstruction of occupied territory after a particularly brutal war (whether it's newly acquired territory or something to leave for your enemies) is something I get giddy about!
Thoughts?