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

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#12961) New command: Raze the bloody city
From: "Vasco Alexandre da Silva Costa" <vasc@xxxxxxxxxxxxxx>
Date: Mon, 2 May 2005 19:23:12 -0700
Reply-to: bugs@xxxxxxxxxxx

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

On Mon, 2 May 2005, Benoit Hudson wrote:

> <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).

I think it should be like in Age of Wonders. 'Building raze' makes the
citizens angry enough to revolt and seceed your empire. Military units
give martial law. After a city is razed, aggressive partisans attack
you, more partisans for larger cities.

---
Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa





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