Complete.Org: Mailing Lists: Archives: freeciv-dev: May 2005:
[Freeciv-Dev] Re: (PR#12961) New command: Raze the bloody city
Home

[Freeciv-Dev] Re: (PR#12961) New command: Raze the bloody city

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#12961) New command: Raze the bloody city
From: "Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx>
Date: Mon, 2 May 2005 15:01:20 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12961 >

On Mon, May 02, 2005 at 02:30:52PM -0700, Benedict Adamson wrote:
> 
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12961 >
> 
> Brian Dunstan wrote:
> ...
> > How about any unit capable of martial law (i.e. land
> > unit with attack >=1) can eliminate one population
> > point per turn?
> ...
> 
> Death Squad units? Well, we already have nukes.

I want this, well before I have nukes, usually to forcibly remove AI
smallpox.  Currently the only way to do this is to starve the city to be
small then snap-buy a settler.

As for its effects: I propose: raze -> 50% chance of going into anarchy
in republic, 100% chance in Democracy, and regardless, immediate
barbarian in that area.

Also, I think Brian's right with the idea that "raze" means kill one
population (so my idea would be that razing that size 12 city would
produce 12 barbarian units, and a republic would have a 1/4096 chance of
not having fallen).

        -- Benoît





[Prev in Thread] Current Thread [Next in Thread]