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  • Cities on water

    Has anyone besides me set any of the coast/sea/ocean terrain tiles to allow cities? Put the settler on the boat, go out, activate the settler and build a city on the water.

    Strange things happen, or don’t happen… Harbor doesn’t work (will not repair ships), airport does. Land units cannot defend (destroyed like planes) ships defend (fight like land units). Cities of any size are destroyed upon occupation (mine was destroyed by a galleon) and two workers are left standing on the water?! Did I miss anything?

  • #2
    Seems like you are having a lot of fun!

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    • #3
      If you were referring to the galley incident - Hell yes! It caused a 10-civ world war!

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      • #4
        Re: Cities on water

        Originally posted by miccofl
        Cities of any size are destroyed upon occupation (mine was destroyed by a galleon) and two workers are left standing on the water?!
        Maybe the AI choose to raze the city. Did you try to conquer an AI water city (if there was one)?
        "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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        • #5
          I used'em on coastals but I never saw the AI build any and I never took/had taken any aqua cities. Barbarain galleys keep raiding them though.

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          • #6
            Maybe the AI choose to raze the city. Did you try to conquer an AI water city (if there was one)?
            The AI has yet to attempt to build one, I believe that it is one of those things that the AI just will not do. So in an attempt to answer this question I have built and given to one of the AI civs, a water city. I’m just waiting for it to build up (actually I gave it to my staunchest ally who has stuck by me through all the crap I have inflicted on the other civs so it will be one of the last conquered.) From the looks of it (I was spying on their troop movements at the time) the galleon just hit the city, my Modern Armor and Radar Artillery that were stationed there just blew up with the city and then there stood those two stupid workers standing on the water.
            BTW you can’t take over those workers. Even if you run into them with a transport unit they DIE.

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            • #7

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              • #8
                I finally got around to attacking the water city I gave the AI. (Keep in mind the AI’s empty galleon wiped out two of my water cities.) I attacked with a battleship; “only land units may attack settlements,” says the text. Ok, so I load a transport with amphibious units (modern armor has the attribute in this mod) and attempt to move in. They don’t move off the boat. So then I verify that I did indeed check the amphibious attribute for MA by attacking a coastal city close by, MA is indeed amphibious as the assault was successful. So I nuke the water city until it has no defender and pop. is one and try to take the city again with no success. The only way I was able to take the city was to “initiate propaganda” and “bribe the loyal citizens into overthrowing their oppressors and joining my cause.” So it seems the AI has an exploit that it cannot implement? Fits my definition of FUBAR!

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                • #9
                  So the game was indeed not designed to include water-cities ...

                  BTW, if you aren't a beta-tester for Firaxis yet, you should apply for the job. (And mod-makers also appreciate testers.)
                  "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                  • #10
                    I actually went the other direction and set desert, jungle and tundra to not allow cities. First game I started there was a huge mass of tundra to my south. Wouldn't you know, the AI English come along a plop a city down in the tundra. So much for that new "feature" in the editor.
                    "Stuie has the right idea" - Japher
                    "I trust Stuie and all involved." - SlowwHand
                    "Stuie is right...." - Guynemer

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                    • #11
                      Originally posted by Stuie
                      I actually went the other direction and set desert, jungle and tundra to not allow cities. First game I started there was a huge mass of tundra to my south. Wouldn't you know, the AI English come along a plop a city down in the tundra. So much for that new "feature" in the editor.
                      It was probably a tundra tile with forest on it. To make this feature really work, you must also forbid cities on forests - and hope that the AI understands that it must chop down the trees on forested grassland/plains to found a city there.
                      "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                      • #12
                        I LOVE WORLD WARS IN CIV3!

                        Its so cool, and then you have some peaceful bastard who doesn't join in, and at the end of the fude he declares war on some battle scared civ whos struggling to build up a force to defend its self again!
                        Help negate the vegiterian movement!
                        For every animal you don't eat! I'm gunna eat three!!

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                        • #13
                          Originally posted by miccofl
                          I finally got around to attacking the water city I gave the AI. (Keep in mind the AI’s empty galleon wiped out two of my water cities.) I attacked with a battleship; “only land units may attack settlements,” says the text. Ok, so I load a transport with amphibious units (modern armor has the attribute in this mod) and attempt to move in. They don’t move off the boat. So then I verify that I did indeed check the amphibious attribute for MA by attacking a coastal city close by, MA is indeed amphibious as the assault was successful. So I nuke the water city until it has no defender and pop. is one and try to take the city again with no success. The only way I was able to take the city was to “initiate propaganda” and “bribe the loyal citizens into overthrowing their oppressors and joining my cause.” So it seems the AI has an exploit that it cannot implement? Fits my definition of FUBAR!
                          Yeah, I posted a thread covering all that a few weeks ago. Also, barbarian sea galleys can raid water cities just like barbarian horsemen raid land cities.

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