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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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Subject: [Freeciv-Dev] Re: (PR#12961) New command: Raze the bloody city
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Thu, 21 Jul 2005 03:47:50 -0700
Reply-to: bugs@xxxxxxxxxxx

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

On Tue, 3 May 2005, Vasco Alexandre Da Silva Costa wrote:
> On Mon, 2 May 2005, Benoit Hudson wrote:
> > On Mon, May 02, 2005 at 02:30:52PM -0700, Benedict Adamson wrote:
> > > 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?

What if you tell multiple units to raze a city? The city may regrow at the
same rate as the razing, if not, given enough food.

I do not like it. The process should be simple and definite, and the
consequences the same. Once you need to stretch the consequences over
multiple turns, it gets more complicated (depending on what they are, of
course). It is also more difficult to communicate the atrocity to the
player and to other players, since giving one message each turn for each
city while doing this over multiple turns is overkill.

> > As for its effects: I propose: raze -> 50% chance of going into anarchy
> > in republic, 100% chance in Democracy

I do not like 'fall into anarchy'. Instead I would follow the declaration
of war model and make the Senate forbid it completely.

> > and regardless, immediate barbarian in that area.

Atrocities such as this should increase the likelihood of barbarians, I
agree, but as a separate patch, since this needs some non-trivial changes
to the barbarian code.

> I think it should be like in Age of Wonders. 'Building raze'

That would mean another special casing of production like
Capitalization/Coinage. What would be the production cost? Often you would
want to raze cities that have zero production due to unrest...

> makes the citizens angry enough to revolt and seceed your empire.

That just sounds annoying. What units would the revolting city get to
defend itself with? The razing units? That is hardly plausible. If none,
they city will just be retaken immediately, and lose another citizen/be
razed anyway. And we'd have to create a new AI player... bothersome. What
if there are no available slots?

> After a city is razed, aggressive partisans attack you, more partisans
> for larger cities.

Not a bad idea. I assume only when partisan tech reqs are met.

  - Per





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