Originally posted by Max Sinister
Why should anyone ever answer the question "Sire, our 8 newest captives, I mean newest citizens, have knowledge of construction and mapmaking and have left us an aqueduct to study. What information shall we extract, I mean learn, from them?" with "No"? There's no drawback, it's always an advantage...
Why should anyone ever answer the question "Sire, our 8 newest captives, I mean newest citizens, have knowledge of construction and mapmaking and have left us an aqueduct to study. What information shall we extract, I mean learn, from them?" with "No"? There's no drawback, it's always an advantage...
Yes, it's a "which" not an "if" question.
You can only get ONE tech through the capture of a city, so you have to choose which information to extract, I mean learn. Evil thought - perhaps the attempt to extract information will cause either increased resistance or possible death of your newest citizens, whether this attempt is successful or not. Perhaps even worse if unsuccessful.
The reset culture counter to 0 was for the conquered city for the purposes of city radius re-expansion. Under current rules, the cities culture goes back to 0 and all culture-producing improvements are destroyed.
The reason I based the probability of improvement destruction on the health of the unit which actually does the initial occupation is twofold.
1. simplicity - no need to keep track of length of siege, other units lost or damaged, etc.
2. I think it's reasonably realistic - is the command and control structure of the occupying force intact to keep the troops in line and how pissed off are the occupiers. It wasn't the expressed policy of US forces in Vietnam to commit atrocities, but remember what happened at My Lai.
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