raystuttgart
Civ4Col Modder
Hi guys,
for me it was always a bit strange that after a battle of two Military Units when one side wins the Unit of the other side always dies.
In reality it is much more likely that when one side wins the other side at some point in battle surrenders and becomes a prisoner of war.
Especially since e.g. in many battles with Natives there is a chance to acquire Native Slaves.
It is thus a bit unimmersive for me that the Europeans would always kill survivors after battle.
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Game Concept "Prisoners of War"
Part 1: How to get "Prisoners of War"
1) We have a new Unit Prisoner of War --> balancing for gameplay similar to "Criminal"
2) In battles of two Military Units there is a chance that one side surrenders when defeated --> generating the "Prisoner of War".
3) The chance of this happening instead of killing the losing Unit about 25% --> there will be an XML balancing setting for it.
4) Of course there will be a pop-up message about it that explains that this happened as outcome of the battle. (for both sides)
5) Of course only Colonial Nations and Kings can take or become Prisoners of War - Natives or Barbarians will not use the feature.
Part 2: Gameplay with "Prisoners of War"
1) We may have new Python Events for that Unit that may tell interesting stories. (I already have ideas but they are not detailed yet.)
2) When a Prisoner of War is captured again by another Player it turns into a Free Colonist again. (It is easy to configure in XML.)
3) When a War is ending between AI and Human, there will be a DLL-Diplo Event where AI will try to buy free "Prisoner`s of War" --> Player may accept or refuse.
4) "Prisoners of War" will otherwise follow the same rules as "Criminals" --> cause Unhappiness, can run away, can revolt, can become free, same restrictions on Professions ...
5) "Revolting Prisoners of War" will be a bit stronger than "Revolting Criminals". (Unit of its own)
6) There may even be a new Promotion that increases the chances of capturing "Prisoners of War".
Further future additions possible ...
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Comments:
This concept like originally also the "Slaves" could in the future be expanded to something bigger of course.
Also like always all settings for balancing would be available to XML - thus the feature could also be completely deactivated there.
Effort to implement:
In total with all the stuff mentioned above about 12 hours of effort.
It is a medium size feature with some work to be invested, but not very difficult to implement.
Risk for AI or performance:
Almost none.
Graphics required:
- Prisoner of War
- Revolting Prisoner of War
-----------------------------------------------------
Well, that is it.
I will have a poll to let you vote on it.
Also looking for feedback of course.
for me it was always a bit strange that after a battle of two Military Units when one side wins the Unit of the other side always dies.
In reality it is much more likely that when one side wins the other side at some point in battle surrenders and becomes a prisoner of war.
Especially since e.g. in many battles with Natives there is a chance to acquire Native Slaves.
It is thus a bit unimmersive for me that the Europeans would always kill survivors after battle.
-----------------------------------------------------
Game Concept "Prisoners of War"
Part 1: How to get "Prisoners of War"
1) We have a new Unit Prisoner of War --> balancing for gameplay similar to "Criminal"
2) In battles of two Military Units there is a chance that one side surrenders when defeated --> generating the "Prisoner of War".
3) The chance of this happening instead of killing the losing Unit about 25% --> there will be an XML balancing setting for it.
4) Of course there will be a pop-up message about it that explains that this happened as outcome of the battle. (for both sides)
5) Of course only Colonial Nations and Kings can take or become Prisoners of War - Natives or Barbarians will not use the feature.
Part 2: Gameplay with "Prisoners of War"
1) We may have new Python Events for that Unit that may tell interesting stories. (I already have ideas but they are not detailed yet.)
2) When a Prisoner of War is captured again by another Player it turns into a Free Colonist again. (It is easy to configure in XML.)
3) When a War is ending between AI and Human, there will be a DLL-Diplo Event where AI will try to buy free "Prisoner`s of War" --> Player may accept or refuse.
4) "Prisoners of War" will otherwise follow the same rules as "Criminals" --> cause Unhappiness, can run away, can revolt, can become free, same restrictions on Professions ...
5) "Revolting Prisoners of War" will be a bit stronger than "Revolting Criminals". (Unit of its own)
6) There may even be a new Promotion that increases the chances of capturing "Prisoners of War".
Further future additions possible ...
-----------------------------------------------------
Comments:
This concept like originally also the "Slaves" could in the future be expanded to something bigger of course.
Also like always all settings for balancing would be available to XML - thus the feature could also be completely deactivated there.
Effort to implement:
In total with all the stuff mentioned above about 12 hours of effort.
It is a medium size feature with some work to be invested, but not very difficult to implement.
Risk for AI or performance:
Almost none.
Graphics required:
- Prisoner of War
- Revolting Prisoner of War
-----------------------------------------------------
Well, that is it.

I will have a poll to let you vote on it.
Also looking for feedback of course.
Last edited: