Razing of Buildings

strategyonly

C2C Supreme Commander
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Something HAS to be done about the AI razing buildings . . . SO

Lately all the AI wants to do is raze buildings, no matter what.

I just had my Capital city razed, it was POP 226, with (see attached)

I was just looking through and it took a total of 35 cities out so far all in razings, some had a POP over 50:mad::mad:
 
How exactly are you losing the city?

If it is due to a revolution then stop having revolutions. Do everything you can to prevent them. For example, the city in your screen shot is unhappy. Unhappiness often leads to rebellion. So don't let your city's population grow over the happy cap. That extra population is useless anyway as it does nothing for you, but does cost you a little money in maintenance and also increases instability. Build every building that increases stability. It doesn't even matter if they cost a lot in maintenance - you are making plenty of money to pay for them; on the other hand, there are not very many of them. Don't build any, or destroy them yourself if you already have some, that cause instability - most of the buildings that produce crime and allow you to build some criminal type unit also give instability so get rid of them, at least in your major cities. Reduce your crime rate if it is over 250 since most of the crime buildings that show up at 250 or higher directly cause instability as one of their effects. Pick civics that have better stability bonuses for your situation. If the city is getting close to rebelling, bribe them if possible (this is particularly good if you are not far from researching a tech that will help with the situation). Station more units in the city since a larger garrison (up to some point, anyway) gives more stability. And so on. Check the revolutions screen for any specific issues for that city and the national stability too.

If it wasn't a rebellion, then I guess you just need to defend your city better. You can afford to maintain more units.
 
I think his problem is less that the city was taken, but more that it was razed rather than captured.
I also have that problem, but only with MY cities. The AI conquered a city in the middle of the enemy territory and keept it. But my cities are razed.
 
Not if the AI has 200+ units in that new conquered city and killed your whole stack...:mischief:

See thats the point, NO one came in my territory, it was just a Revolt and POOF city gone:sad:
 
See thats the point, NO one came in my territory, it was just a Revolt and POOF city gone:sad:

Firstly, yes that's a bug. But if it is in Rev, I understand that there isn't much that can be done about it.

Secondly, does God-Emperor's advice help? Ie.
1. Pay maximum bribes to any cities that look like revolting.
2. Demolish any (mostly defunct anyway) buildings that cause instability.
3. Keep crime down (if that's possible)

I can also suggest there are certain promotions you can put on garrison units that make their city less likely to revolt.
 
You know, 1 thing that civ v did right is to add a raze timer.
A city is no longer razed directly but starts a timer.
When timer reaches 0 then it is razed, but anytime before that, you can still retake the city and stop the razing
 
A city that size might have huge instability per turn. Maybe the rebel AI razed it because it couldn´t control it either?
As far as I understand it AIs from revolutions try to have more stable civics then their motherland, but with so much population a civic change might have only a minor effect on local instability.
 
A city that size might have huge instability per turn. Maybe the rebel AI razed it because it couldn´t control it either?
As far as I understand it AIs from revolutions try to have more stable civics then their motherland, but with so much population a civic change might have only a minor effect on local instability.

Absolutely correct.

You know, 1 thing that civ v did right is to add a raze timer.
A city is no longer razed directly but starts a timer.
When timer reaches 0 then it is razed, but anytime before that, you can still retake the city and stop the razing

Also i like the timer response above from platyping.
 
It would also be neat if while razing a city it created 'refugee' units for the majority culture civ of the city. They would be like an immigrant unit that can join cities, but with 2 moves and commando, and a higher chance of being captured. If they were created at the end of the razing civ's turn and with a 2 tile radius of the razed city they would have a good chance of escape unless the attack took precautions and surrounded the city completely.
 
It would also be neat if while razing a city it created 'refugee' units for the majority culture civ of the city. They would be like an immigrant unit that can join cities, but with 2 moves and commando, and a higher chance of being captured. If they were created at the end of the razing civ's turn and with a 2 tile radius of the razed city they would have a good chance of escape unless the attack took precautions and surrounded the city completely.

Almost exactly what I had in mind for refugees. They would not occur until after a classic era tech though. Some time after the idea of migrating to a new city was a good thing. Currently razing just creates captives or dead bodies. I also have some ideas on what to do with specialists from Great People. Slaves should already be handled correctly.
 
Almost exactly what I had in mind for refugees. They would not occur until after a classic era tech though. Some time after the idea of migrating to a new city was a good thing. Currently razing just creates captives or dead bodies. I also have some ideas on what to do with specialists from Great People. Slaves should already be handled correctly.

Yeah, i dont mind it so much if it was capturing the cities, as long as, lets say OVER POP 40 cities dont get razed, unless like platyping said with a timer, so you can get here (possibly) and take care of the situation, refugees again sounds intriguing, as always with you DH!!
 
When I finish updating our code to the BUG python code I'll have a look at the Revolutions and DCM python. Nothing I can do about the SDK parts. I think we are at least two versions behind.
 
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