POW's

Joined
Sep 8, 2007
Messages
375
Location
Canada
So here's a challenge for you all, I want to do the following:
-Make it so any defeated unit becomes a captured POW unit (done that already)
-make it so the POW can be brought a city in your land, one with a "POW camp" building (done that) but then have the POW be useable like a Great Engineer, but for only 15 or so production (Can make that last bit happen)

The thing i need is how do i specify that only a city with a POW camp can cash in on a POW unit's production benefit (as opposed to GE's which can cash in at any city?
 
Alright, to simplify, because no one seems to get this:

can you change it so a great engineer for example can only use his hurry production ability in a city with a certain building already constructed?
 
I hope someone can help you, this is a great idea. Good luck.
 
Can a POW Camp be set with an localized ability similar to Angkor Wat (+1 Hammer per Priest), but instead give it (+1 Hammer, -1 Food per POW). That way, if you "settle" a POW in a city without the POW Camp, nothing happens, the unit just settled POW just sits there.

For what its worth, I think its a good concept, the system could be expanded to a Slave/POW system. Slaves in ancient times could do the same thing, eventually becomming the same thing as a Citizen.
This could even be linked to a Sacrifical Alter (like in Civ 3) where the Incas, Mayas, and Aztecs had an Alter to sacrifice workers to gain happiness/culture or what have you.

Lots of potential with this idea.
 
You, sir have hit the nail on the head! Brilliant!
the only slight isue with this was that I wanted a One-time production bonus from POW's but this way works if I lower the amount of hammers per POW, also this fixes another problem, which was that I was uning the Great engineer basis for production out o a unit, but that can only be used on buildings, not units, your way works on everything.
Thanks again
 
Brilliant idea, can this be developed a little further so that, for example not every defeated unit becomes a slave. Some units fought to the death or the aggressors took no prisoners. Also you should have the choice (as you had in Civ 3 i think) to either keep them as workers, add them to a city, or sacrifice them for a production bonus. If you used them as workers they would be slower than your own 'volunteer' workers. Once Emancipation is discovered use of Slave labour/forced labour would generate negative opinion within other civs. Just some ideas to complicate a simple idea lol.
 
Haha, no kidding more complex...
To make a percent chance that a unit will be captured or not requires a Python code, which i have, but cannot figure out how to implement properly.
I like your second idea, and it's easy enough to implemtent, the thing about the worker/add to city/production

all that needs doing is to give the POW unit a workrate=50 so they can build half as fast for example, and then copy-paste the <build> section of the worker script.
this can still be used in conjunction with the adding to city as a specialist, and production stuff, but i don't think it can be added as a population point ALA civ 3
 
your suggestion about not every unit becoming a POW ended up happening by accident, as only the last unit in a stack can be captured, and I made it so that only foot troops became POW's, so it's running about 1 in 5 become a POW
 
Back
Top Bottom