the mana is as much a part of that civ as their UUs or their traits. Considering that, the palace mana should be valued much higher than the mana they mine themselves. It doesn't take a stretch of the imagination to consider some of the prouder civs more willing to die than give up the essence of their patron gods.
Thanks for pointing this out. From a lore standpoint, this is why I object to the notion of taking all of your vassals mana. It would be the same to me if you were also able to recruit their unique units and heroes.
[to_xp said:
Gekko]
I guess what I hate is how if you capture/raze a civ's capital city, their palace will just pop up somewhere else in their territory. WTH? this shouldn't happen, you should keep your capital well defended, it's supposed to be the key city of your empire imho. of course, capturing an enemy capital and thus capturing their palace might be overpowered and so palaces could be set to always get destroyed upon city capture. I wouldn't like that but would be a nice custom game option.
I don't like it when palaces move, but that's a key part of civ and seems like it would be tricky to change. Honestly, I just wish they didn't give you
any mana. Mana should be a "unique resource" of every civ. Except not exactly unique.
Jules.It said:
What about this:
When a capital is conquered, the palace is transformed into a "ruins of the XXX palace" building that produces one mana (the one most relevant to the conquered civ).
As long as those ruins exist, the displaced palace of the civ is replaced by a "palace of the XXX leaders in exile" that is essentially a palace without the missing mana (and doesn't become productive ruins when conquered).
I think it would be fitting if razing the city left a mana node of the appropriate type, too.
This is what I had in mind when I suggested a mana incentive for conquest earlier. You could go so far as having a new, unique "ruins" that each civ leaves behind when destroyed, one of the resources granted by which would be the civ's signature mana-type. Personally, I still only support this reward being given when a civ is
completely destroyed. But I wouldn't be entirely opposed to no more moving palaces.
Warskull said:
The point is simple, in AI games leaving a single tiny city alive tends to benefit you more than having a a vassal with a decent amount of territory/resources or wiping them out completely. This is because their palace equates to 3 free mana that you cannot get if you wipe them out. Ideally wiping a civ out and leaving a single mini-city standing and taking a vassal should net you the same result.
I agree entirely. In my last game, when I was forced to make the decision to vassalize or conquer the Hippus, I considered them and their 5 cities. 5 cities is a fair number, but I just had the Calabim betray me and had to crush their rebellion. So I'm weighing the options- vassalize the decent-sized Hippus and have them contribute minimal amounts to research (maybe one tech) and obsolete military support from their island,
OR leave them with one city, take everything else, and take their mana.
It's a no-brainer. I can actually make use of their 4 other cities (they grew from about pop 6 to pop 14 under my control) and I can still reap the benefits of the mana. Win-win. Which is why 1-city vassals are the ultimate winning strategy from what I can tell. And (not that it matters with the AI) but if you pick the right city it's not too difficult to help them defend it either.