The following ideas have almost certainly been canvassed elsewhere however, I wish to repeat them here!
I have the following ideas, which I'd like to see implemented in PtW, or some future expansion:
Basically when you enter an enemy city (after destroying it's defenders), you should be given the choice of either a) Pillaging, b) Razing or c) Occupying that city.
a) Pillaging: Basically, when you pillage, the city remains in the hands of the original Civ. The base chance of a successful pillage is 80% for foot units and 60% for motorized and mounted units. A bonus is gained according to tech (0, 5, 10, 15 and 20% respectively), and this total chance is modified by the base defense value of the city. If you fail, your unit is repulsed and loses 1hp. If successful, you gain the total commercial and scientific value of that city (in gold and "beakers"). If the city is part of a trade route, then the trade is disrupted for 2 turns, and the pillaging civ gains the benefits of that resource for 2 turns. The population drops by 10%. All improvements have a 20% chance of being destroyed and small wonders have a 10% chance of being destroyed. Great wonders cannot be destroyed by pillaging. Unhappiness increases by 2. You may only make 1 successful pillage attempt against a single city per turn.
Note: As I mentioned in a previous thread, I also believe that pirate vessels should be able to pillage coastal cities, even if units are there! In this case, the base chance would be 50%, modified up by experience, and modified down by a coastal fortress and the number of naval vessels in the city! The results of a sucessful pillage would be the same as that mentioned above!
b) Razing: Cities of Size>8 CANNOT be razed!
Cities of size 1-4 are automatically destroyed.
Cities of size 5-8 have population reduced by 20-30%. All improvements have a 40% chance of being destroyed, small wonders have a 20% of destruction and Great Wonders have a 10% chance of destruction( This is the equivalent of Sacking a city).
Your civ gains half the commercial value of the city when you raze it (even if unsuccessful), but unsuccesful razing leaves happiness at -3. Obviously, if a former razing attempt redues a city below size 5, then it can be destroyed by another razing attempt. Each unit can only attempt to raze a city once/turn.
Nuclear Weapons: These weapons should have the following effects on ALL cities.
Reduces population by 60-80% (half with fallout shelter). All units inside have an 90% chance of instant destruction, with all survivors being reduced to 1hp. All improvements have an 80% chance of destruction, small wonders have a 40% chance of destruction and great wonders have a 20% chance of destruction.
In all adjacent squares, all units have an 80% chance of destruction, with all survivors reduced to 1hp. Forests and jungles are immediately changed to plains and plains are changed to deserts. All adjacent tiles become polluted.
Radioactive tiles which are "depolluted" will still remain polluted for AT LEAST 5 turns. If a tile remains polluted for more than 10 turns, the cities population drops by 1, and a random adjacent tile also becomes polluted.
ICBM's should be able to be pre-targeted at any time. This can be at any square on the map, but would most often be targetted against a city. In the city screen there should be a "LAUNCH" button which, if pressed, will launch ALL pre-targetted ICBM's in that city! There should also be, underneath that, a "LAUNCH ALL" button which will launch ALL pre-targetted ICBM's in ALL your cities!
All the above parameters should be editable and, in my opinion, all of these ideas seem like they could be implemented without too much trouble, and I do think they will add to the enjoyment and depth of the game!
Yours,
The_Aussie_Lurker.
I have the following ideas, which I'd like to see implemented in PtW, or some future expansion:
Basically when you enter an enemy city (after destroying it's defenders), you should be given the choice of either a) Pillaging, b) Razing or c) Occupying that city.
a) Pillaging: Basically, when you pillage, the city remains in the hands of the original Civ. The base chance of a successful pillage is 80% for foot units and 60% for motorized and mounted units. A bonus is gained according to tech (0, 5, 10, 15 and 20% respectively), and this total chance is modified by the base defense value of the city. If you fail, your unit is repulsed and loses 1hp. If successful, you gain the total commercial and scientific value of that city (in gold and "beakers"). If the city is part of a trade route, then the trade is disrupted for 2 turns, and the pillaging civ gains the benefits of that resource for 2 turns. The population drops by 10%. All improvements have a 20% chance of being destroyed and small wonders have a 10% chance of being destroyed. Great wonders cannot be destroyed by pillaging. Unhappiness increases by 2. You may only make 1 successful pillage attempt against a single city per turn.
Note: As I mentioned in a previous thread, I also believe that pirate vessels should be able to pillage coastal cities, even if units are there! In this case, the base chance would be 50%, modified up by experience, and modified down by a coastal fortress and the number of naval vessels in the city! The results of a sucessful pillage would be the same as that mentioned above!
b) Razing: Cities of Size>8 CANNOT be razed!
Cities of size 1-4 are automatically destroyed.
Cities of size 5-8 have population reduced by 20-30%. All improvements have a 40% chance of being destroyed, small wonders have a 20% of destruction and Great Wonders have a 10% chance of destruction( This is the equivalent of Sacking a city).
Your civ gains half the commercial value of the city when you raze it (even if unsuccessful), but unsuccesful razing leaves happiness at -3. Obviously, if a former razing attempt redues a city below size 5, then it can be destroyed by another razing attempt. Each unit can only attempt to raze a city once/turn.
Nuclear Weapons: These weapons should have the following effects on ALL cities.
Reduces population by 60-80% (half with fallout shelter). All units inside have an 90% chance of instant destruction, with all survivors being reduced to 1hp. All improvements have an 80% chance of destruction, small wonders have a 40% chance of destruction and great wonders have a 20% chance of destruction.
In all adjacent squares, all units have an 80% chance of destruction, with all survivors reduced to 1hp. Forests and jungles are immediately changed to plains and plains are changed to deserts. All adjacent tiles become polluted.
Radioactive tiles which are "depolluted" will still remain polluted for AT LEAST 5 turns. If a tile remains polluted for more than 10 turns, the cities population drops by 1, and a random adjacent tile also becomes polluted.
ICBM's should be able to be pre-targeted at any time. This can be at any square on the map, but would most often be targetted against a city. In the city screen there should be a "LAUNCH" button which, if pressed, will launch ALL pre-targetted ICBM's in that city! There should also be, underneath that, a "LAUNCH ALL" button which will launch ALL pre-targetted ICBM's in ALL your cities!
All the above parameters should be editable and, in my opinion, all of these ideas seem like they could be implemented without too much trouble, and I do think they will add to the enjoyment and depth of the game!
Yours,
The_Aussie_Lurker.
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