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How do i delete a city that is size 9?

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  • How do i delete a city that is size 9?

    im taking over other nations cities, but i cant delete them because the smart AI placed there cities within 1 block from each other and i want to get rid of that city...
    here is a pick:

    btw im a noob here but ive been playing the CIV series since civII on windows '98
    Attached Files

  • #2
    The short answer is that you can't.

    The long answer is that there are several ways to get rid of it, but none of them are trivial - you can, for example, change all the population to scientists and starve the city, or leave it undefended in the hope that the AI captures it, and then continue to exchange the city between you until the fighting reduces the population far enough that you can disband it.

    Several of the mods introduce a feature allowing a variety of options when you capture a city, including killing or enslaving all the citizens, to help with this problem.
    Last edited by J Bytheway; January 24, 2005, 11:45.

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    • #3
      which mod would that be?
      would that need the latest patch?

      btw i just got the game, ive been wanting to get it for years, but never had the chance to buy it, i got the game on wednesday.

      thanks alot

      Comment


      • #4
        I'm fairly sure that the Apolyton Pack and Cradle both include this feture, and quite possibly some of the others also.

        You would need the latest official patch to play these, or you could use the latest Apolyton Edition from the source code project.

        Comment


        • #5
          J Bytheway,

          did you work with the SLIC to raze cities? this might be one of those options that code be coded into the source-code. I'm willing to give it a shot but let me know if you worked with it or who did.
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

          Comment


          • #6
            Originally posted by E
            did you work with the SLIC to raze cities? this might be one of those options that code be coded into the source-code. I'm willing to give it a shot but let me know if you worked with it or who did.
            Well I don't tell , but let's see whether you can locate on your hard drive, I guess you have ApolytonPack installed. John already gave you the key words, "city" and "capture" and of course the slic file name's extension is *.slc. You should have everything to find it.

            -Martin
            Civ2 military advisor: "No complaints, Sir!"

            Comment


            • #7
              I found the SLIC:

              Code:
              ////////////////////////////////////////////////////////////////////////////
              //
              // Destroy buildings script to allow for destruction of buildings due to conquest.
              //
              // By Dale
              //
              // Version 1.1 5-May-2001
              //
              ////////////////////////////////////////////////////////////////////////////
              
              ///////////////////////////////////
              // Capture City event
              ///////////////////////////////////
              
              HandleEvent(CaptureCity) 'MM2_DestroyBuildsOnCapture' pre {
              	city_t tmpcity;
              	int_t tmpbuilding;
              	int_t i;
              	int_t randnum;
              
              	tmpcity = city[0];
              	if(CityIsValid(tmpcity)) {
              		for(i = 0; i < 64; i = i + 1) {
              			randnum = random(100);
              			if(randnum < 50) {
              				DestroyBuilding(tmpcity, i);
              			}
              		}
              	}
              }
              
              ///////////////////////////////////
              // Nuke City event
              ///////////////////////////////////
              
              HandleEvent(NukeCity) 'MM2_DestroyBuildsOnNuke' pre {
              	city_t tmpcity;
              	int_t tmpbuilding;
              	int_t i;
              	int_t randnum;
              
              	tmpcity = city[0];
              	if(CityIsValid(tmpcity)) {
              		for(i = 0; i < 64; i = i + 1) {
              			randnum = random(100);
              			if(randnum < 75) {
              				DestroyBuilding(tmpcity, i);
              			}
              		}
              	}
              }
              But I'm going to finish up the first two projects first. Better to hone my skills. This one may be tougher mainly since it will involve creating a message box as well.
              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

              Comment


              • #8
                Wrong script, this script only removes some buildings on city capture, and doesn't contain neither any message boxes nor city destruction. No slaves, no refugees. Maybe you should try it with "enslave" as a keyword.

                -Martin
                Civ2 military advisor: "No complaints, Sir!"

                Comment


                • #9
                  now I see your interest....

                  Code:
                  ///////////////////////////////////////////////////////////////////////////////////////////
                  //New City Capture Option for CTP2 (MG_KillCityOption.slc) v. 1.1 by Martin Gühmann      //
                  ///////////////////////////////////////////////////////////////////////////////////////////
                  //This script file adds now the possiblity for the human player to eleminate a city after//
                  //capturing. It gives per pop the player 100 gold and 75 PW. But unfortunatly there is  //
                  //also a regard loss concerning other nations. Additional this script adds a gold and PW //
                  //to the capturing player and subtract the amount from the player that lost the city. The//
                  //Values depends on city numbers PW and Gold values of the attacked player.              //
                  ///////////////////////////////////////////////////////////////////////////////////////////
                  //To install this script just unzip the *zip file into your default CTP2 folder and open //
                  //the file script.slc in your ..\ctp2_data\default\gamedata\ folder and add to the end of//
                  //this file the line #include "MG_KillCityOption.slc". Afterwards go to your             //
                  //..\ctp2_data\english\gamedata\ folder (if your using the German version it is of course//
                  //the ..\ctp2_data\german\gamedata\ folder) and open there the file string.txt and add   //
                  //the line import "MG_KillCityOption.txt". If you want to you use these files with one of//
                  //the mods you have to look for files with the according prefix like MM2_ for MedPack2 or//
                  //CRA_ for Cradle or APOL_ for Apolyton Pack or APOLU_ for the extra large Apolyton Pack //
                  //map version.                                                                           //
                  ///////////////////////////////////////////////////////////////////////////////////////////
                  
                  city_t DestroyCity; 
                  
                  HandleEvent(CaptureCity) 'MG_GetGoldFromCapturedCity' pre{
                  int_t MGGoldValue;
                  int_t MGPwP0;
                  int_t MGPwP1;
                  player[1] = city[0].owner;
                  AddGold(player[0], (PlayerGold(player[1]))/Player[1].cities);
                  AddGold(player[1], -(PlayerGold(player[1]))/Player[1].cities);
                  MGPwP0 = player[0].publicworkslevel;
                  MGPwP0 = MGPwP0 + ((player[1].publicworkslevel)/Player[1].cities);
                  setPW(player[0], MGPwP0);
                  MGPwP1 = player[1].publicworkslevel;
                  MGPwP1 = MGPwP1 - ((player[1].publicworkslevel)/Player[1].cities);
                  setPW(player[1], MGPwP1);
                  }
                  
                  HandleEvent(CaptureCity) 'MG_KillCityOption' post {
                  	if (city[0].population>1) {
                  		if(IsHumanPlayer(g.player)){
                  			if(CityIsValid(city[0])) {
                  				message(city[0].owner, 'DestroyCityMSG');
                  				city[0] = DestroyCity;
                  			}
                  		}
                  	}
                  }
                  
                  AlertBox 'DestroyCityMSG' {
                  int_t i;
                  int_t MGPw;
                  Title(ID_DESTROY_CITY_TITLE);
                  Text(ID_DESTROY_CITY);
                  //MessageType("MILITARY");
                  DestroyCity = city[0];
                  Show();
                  	Button(ID_EXTEND_EMPIRE) {
                  		Kill();  
                  	}
                  	Button(ID_BLOODBATH) {
                  		if(CityIsValid(city[0])) {
                  			AddGold(player[0], (city[0].population*100));
                  			MGPw = player[0].publicworkslevel;
                  			MGPw = MGPw + (city[0].population*75);
                  			setPW(player[0], MGPw);
                  			ChangeGlobalRegard(player[0], -50, ID_BLOODBATH, 50);
                  			for (i=city[0].population; i>=0; i=i-1){
                  				if(CityIsValid(city[0])) {
                  					Event: KillPop(city[0]);
                  				}
                  			}
                  			Kill(); 
                  		}
                  	}
                  }
                  Do you think it'll be worthwhile to put in the code or should it just be added as standard slic for a game?
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

                  Comment


                  • #10
                    Well I just wonder where you digged this up, ApolytonPack comes with version 1.4 with all the enslavement stuff and so on. But actual it consists of two parts. The first steals the victim some PW and also gold like in Civ2, and the second one asks the player whether he wants to keep or destroy the city. However the latest versions are buggy, that's the reason why The Big MC wants the AddSlaves function.

                    However of course such a code belongs finally into the source code. And of course a C++ solution would look differently, especially if you consider that the AI should also be able to use it.

                    -Martin
                    Civ2 military advisor: "No complaints, Sir!"

                    Comment


                    • #11
                      I see...

                      I got it from Cradle, I'll dig up the other version later, i'd also like to add the option of "liberating" turning the city over to the barbarians in the case a player wants to split an empire instead of taking it over.
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

                      Comment


                      • #12
                        1mic, hi.
                        Yet another way (using the vanilla version) is to set the city to produce only Settlers, and disband them as soon as they appear (saves on maintenance). Once the city hits population 3 - disband it (and the Settler). While the population is dropping you sell off the Inventory and get the Gold, and you're getting its PW.

                        Comment


                        • #13
                          ya Mirimunchkin, thats wut i do, and i do it alot
                          also, u can set as many peeps to labor so u get a settler per turn, and then the rest to science like J Bytheway said so it starves, but maybe just have it not grow instead of really starving and losing people
                          counting it up that's: money from selling buildings, people dying by starving, people leaving on settler wagons, and when disbanded @ 1-3, preferably 1 to get max settler/time to sell, a final settler

                          and i agree, thats a REALLY bad place for a city

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                          • #14
                            It probably got Bedford from a Goody Hut. We should fix that.

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