population/refugees from razing mod, updated

Tekamthi

Emperor
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Aug 12, 2016
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Recent discussion re: razing incentives suggests that some desire better incentives for razing cities...

for those unfamiliar, whoward had a mod that sometimes spawns 'population' units (see http://www.picknmixmods.com/mods/CivV/Units/Population.html) from razing cities, that can then be moved into another city to add population to it. Problem with the original, is it only did this for human, and gave the AI a settler instead. Also, the refugees themselves could found new cities, would be destroyed if their founding civ tried to recapture them etc... most of these drawbacks were due to vanilla AI and other limitations, but were overall undesirable imo.

Over the course of many years-worth of VP playthroughs, I've accumulated some notepad edits to this mod that makes it work symmetrically for both human and AI... AI doesn't raze all that often, but it does sometimes, and when it does, I've observed it successfully moving these refugees back to its own cities and adding to their population. The 'new world scenario' treasure unit AI seems to be intact in VP, and combined with an added lua mission to get it back to nearest city, VP's superior handling of civilian units seems to make this viable in play. Would be interesting to get more eyes on this mechanism, to see whether it really holds up.

I haven't tested extensively to say it doesn't break down or become exploitable in some circumstances, but its generally in been included in my active mod list recently. Sharing my updated version here for those with similar tastes.

also worth checking out the 'useful city ruins' mod on steam (https://steamcommunity.com/sharedfiles/filedetails/?id=422519147) -- it generally works well with VP as well to provide razing incentive, if not perfectly balanced.
 

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