Razing cities mechanics

Fabio1701

King
Joined
Feb 10, 2014
Messages
748
Location
Wassenaar, NL
Hello,

I think that the warmonger penalty for razing should be adjusted according to the size of the city. Putting to the sword a city of 1 should be much less than razing a city of 14. I am absolutely sick of England squishing their crappy cities in the nooks and crannies of my borders.

Conversely, there should be a way to depopulate a city. Older civ games had this, a city of 1 could build a settler and depop. Then you can avoid all this unnecessary razing.

Finally, Have you noticed how al the land improvements just disappear after a city is razed? how does that make sense? It should automatically pillage all the improvements (with no pillage bonus received though). That way if someone builds a city near there they can rebuild from the ruins. This would be a way of preserving wonders as well.

I would also like an option to sow the land with salt so that the unborn children of my enemies can never resettle the land and are forever banished. :evil:
 
Yes I came past your paltry cities with my brave settlers and made good of the land you discarded. England can clearly make better use of this land. If you wanted it, protect it. If you had of protected it you could have 'convinced' my settler to join your cause. Instead you let them build their hopes and dreams up, gave them something to strive for and then you dashed their hopes and killed them all in an act showing genocidal tendencies. May my people hate you forever.

I flutter my fan at you in revulsion.
 
I'm not sure it can be done at this point, not without the SDK and getting under the hood of the engine. If it is possible it would be through lua scripting and listening for the city raze event.

You can however reduce the warmonger penalty value its self for razing a city. But that is not exactly the same as by size though.
 
Finally, Have you noticed how al the land improvements just disappear after a city is razed? how does that make sense? It should automatically pillage all the improvements (with no pillage bonus received though). That way if someone builds a city near there they can rebuild from the ruins. This would be a way of preserving wonders as well.

It would break some game rules if the improvements stayed there. When you raze a city, you lose the tiles (culture borders) of the city. That makes sense, doesn't it?
But there's a rule that you cannot build improvements outside of your borders, so an improvement cannot even exist outside your borders.
 
That part of the rule needs to go away, because just because you burn down the city proper doesn't mean you burn down all of the farms. I think there should be a chance of destruction for each improvement, perhaps based on how close to the city center.
 
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