No city razing/No settlers playstyle: modifications required

it-ogo

Hedgehog
Joined
May 23, 2007
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589
When tested Hanny's Middle Earth scenario (http://forums.civfanatics.com/showthread.php?t=258925) and some others I found that No city razing/No settlers options provide very interesting gameplay variation. (Let us call it "Permanent Cities Game" = PCG) Actually, it is more interesting then a bunch of new civs. And evidently it is good for scenarios which are expected to come at Ice stage. The problem is that game mechanics is polished for random game and some modifications are needed to make use of PCG.

Main problem is city handling. Too many cities can bankrupt you very fast. So there should be possibility to abandon any city at any time and AI should be able to use this mechanism more or less reasonably. What to do with abandoned cities? If barbarians have too many cities they are permanent bankrupt and have no units like other civs. I think liberate/create vassal mechanism for FFH as it is in BTS is inacceptable. The best solution is to make abandoned city an independent state like in Rhye's and Fall (no diplomacy with independents) which also provide acceptable cultural model. Of cause no barb cities may spawn in PCG.

PCG means that cities are often captured and left. Then number of destructed buildings in captured city should be reduced or even switched off as well as money gained from city capture. On the other hand one should have a possibility to destroy selected buildings in owned city. There is a mod in civfanatics which provides this function.

All of the above is necessary, other modifications are optional. Ability to build settlers and to raze cities in PCG can be civ-dependent. Scenario format can keep individual names of units. (I don't know if it is hard to do.) Own roads can be destructable again. Model of independents can be improved. Etc.

Any ideas?
 
The Raze Building/Abandon City modmod is easily compatible with FfH, and will be included in my modmod. (The Feast and Consume Soul spells will also able to destroy cities)

I'm not sure that using Rhye's-like Independents would work so well. You would several different ones if you don't want all the disperse civs from acting as one. You would need several new civs, and I don't think it is really worth the hassel. Plus, I'm really not sure how to make a civ "minor" (I'd personally like to split the orks, demons/undead, and animals into 3 different minor civs)


I really think that city liberation needs to be changed. You should be able to liberate individual cities, instead of just groups of 2 or more on a separate continent. I found a code that supposedly does this here, but it doesn't seem to actually work.

I'd also like civs to be able to liberate cities to the barbarian state, at least if at peace with them.
 
I think the most complicated task is to teach AI abandon cities - without that PCG has no much sense. When it is done it is possible to do even random games with all cities preplaced with some density.

The Raze Building/Abandon City modmod is easily compatible with FfH, and will be included in my modmod. (The Feast and Consume Soul spells will also able to destroy cities)

I don't think that cities in PCG should be destructable in any way. Abandon city should mean liberate.

Also abandoned cities may be concerved in some way: belong to no civ (or to civ "NoCiv"), and produce nothing, can not be captured by culture. Too many cities for barbs means no barb units.
 
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