Restoring Pillaged Improvements without builders

Stringer1313

Emperor
Joined
Sep 10, 2014
Messages
1,201
I know that builders can restore pillaged improvements and that it doesn't require sacrificing a builder. I wonder if a better mechanism would be to spend some gold to restore the pillaged improvement over the course of X turns (where the restoration cannot occur if an enemy unit is within Y spaces or something).

The reason I suggest this is because using builders to restore improvements seems to take away from the goal of not having builders uselessly stand around. Under the current mechanism, you would simply have a handful of builders be the "clean-up crew," standing around uselessly waiting to restore pillaged improvements, and then restationing them back in the city. This seems like a very un-fun and distracting mechanism that breaks the immersion they are trying to have.
 
I think cities can also repair pillaged buildings by contributing 25% of that buildings original production cost. I forget where I saw that.
 
Yeah, if Workers are the ideal way to restore Improvements then that could lead to some pretty weird situations. Such as not using the last charge and store them for repairs.

Not knowing what they've planned I would enjoy a system where Improvements simply have a "health" bar that goes up over time if they're not attacked, sort of slow self-repair, with the option to instantly finish the process.
 
Buildings can be repaired by city production, but as far as I'm aware, the only way to repair tile improvements is with Builders.

I don't see having one or two Builders waiting around as any more of a problem than having your military units waiting around when they're not fighting; they don't require any management.
 
For consistency I think the repair of improvements should also fall to the city, but perhaps always take only 1 turn.
 
Buildings can be repaired by city production, but as far as I'm aware, the only way to repair tile improvements is with Builders.

I don't see having one or two Builders waiting around as any more of a problem than having your military units waiting around when they're not fighting; they don't require any management.

Yeah, I'm just going to leave one builder with one charge left around so I can repair. I'll even rename him (if civilian units can be renamed) to "Handyman"
 
The reason I suggest this is because using builders to restore improvements seems to take away from the goal of not having builders uselessly stand around. Under the current mechanism, you would simply have a handful of builders be the "clean-up crew," standing around uselessly waiting to restore pillaged improvements, and then restationing them back in the city. This seems like a very un-fun and distracting mechanism that breaks the immersion they are trying to have.

You could have them standing around, or you could spend the money on a builder when you need one.

Or you could just not get pillaged. :D
 
It always irked me in Civ 5 when the farm you pillaged in 3000 BC is still burning away in the space age, just outside your borders.

Within the borders, I have been known to build a ton of spurious forts just to overwrite those annoying smoke trails outside my city radiuses.

It always irked me in Civ 5 when the farm you pillaged in 3000 BC is still burning away in the space age, just outside your borders.

Within the borders, I have been known to build a ton of spurious forts just to overwrite those annoying smoke trails outside my city radiuses.

Moderator Action: Two posts by same user in rapid succession merged.
 
It always irked me in Civ 5 when the farm you pillaged in 3000 BC is still burning away in the space age, just outside your borders.

Within the borders, I have been known to build a ton of spurious forts just to overwrite those annoying smoke trails outside my city radiuses.

You are able to repair anyone's improvements, anywhere, in Civ5.
 
It's consistent as stated: tiles produced with city production use city production for repair, tiles improved by builders need builders to repair them... Seems good to me.
Furthermore I doubt that it's truly feasible to not just use up your builder charges for needed improvements rather Than having one charge "waiting around" in Case you get pillaged. I guess you will repair "on the flight" when having one of the Guys around... Not using up charges, just making them use up a turn seems fair also. I've Seen an interview where Ed explained this is the current state how they plan to do it. (was it in the german civforum interview?)
 
You are able to repair anyone's improvements, anywhere, in Civ5.

Really? Been a while since I played.

I'd rather they just disappeared if there hadn't been any attempt made to improve them within 20 turns or so.
 
Really? Been a while since I played.

I'd rather they just disappeared if there hadn't been any attempt made to improve them within 20 turns or so.

Oh absolutely. I like to play Liberty with Pyramids. With the social policy, plus the Pyramids wonder, you can repair in 1 turn. So if you are seiging a city, your wounded unit can pillage, worker repair, then unit can pillage again for a nearly free 50hp heal. :D
 
Moderator Action: Moved to Ideas & Suggestions
 
You can set improvements on the map with firetuner and thus repair them. However, if you want to do that as a gamescript you cannot set improvements manually using mouse clicks.

So if it was possible to use the Placement-Handler from firetuner as a gamescript function it could work. Does anyone know if this is possible? I mean simulating mouse clicks for using the Placement-Handler in a script.
 
Back
Top Bottom