Re: destroy a city instead of taking it over?
[email protected] (Eddie Anderson)
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
Ross Wetmore <[email protected]> wrote: >This is a longstanding issue with the Civilization game as a whole. Over the >decades, there have been a number of solutions worked out using existing >rules, and in some case programmed enhancements. > >Of course, one would always want the option to activate such a feature in >the rules to allow player choice for solitary gaming. There are some further >issues with multi-user and competition games that that mean controversial >options are not always a great thing :-). > >Personally, I always go for an option system provided the longstanding >gameplay is one of the options and usually the default. This allows >experimentation, and certainly does not cause the anguish that neophyte >programmers often introduce by changing longstanding gameplay for their >limited reasons of the moment, arrogantly overruling those that have worked >and designed game options, play and strategies for considerably longer >periods of time. Getting fresh ofttimes good changes without being forced to >swallow initial experiments and misguided tries is the programming problem. Agreed. I didn't mean to imply that I thought FreeCiv should be changed to implement this "instant city destroying" capability. I merely wanted to know if such capability had already been implemented. I had looked for it, but failed to find it. So I wanted to know if it actually was in FreeCiv somewhere and that I had just overlooked it. >Some concerns to consider though are whether destroying a large city is in >fact a realistic event, and what resources might be required to actually >accomplish this. Certainly, doing this for villages and small towns is quite >a reasonable strategy, so a rule that applied until one could build or >required an aqueduct might be one sort of thing to be tried. Selling or >redistributing food as an order or diplomatic option without going through a >Caravan trade route path might be an interesting update to help with the >food disposal problem. > >Current strategies besides starvation which can be optimized to happen over >a small number of turns by things like "growing" the city until the foodbox >is empty, and then starving a city size per turn, include things like >leaving the city to be recaptured. After a couple of exchanges it will be >reduced to the small size that usually results in razing. Note promoting >tax, science or luxury during the starvation process is one of the side >benefits from currently usable strategies, as well as selling all current >improvements and/or transferring ownerships of non-essential units or other >assets. All useful techniques. I find starvation to be quickest in most cases but I like your idea of filling up (rather than slowly emptying) a nearly full food box. Realism is also desirable (other things being equal). Thanks for your help. Eddie