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  1. #1

    Default city takeover--auto-raze?

    Is it possible to disable the auto-razing of buildings that happens once you takeover a settlement?

    If not, how do you control over-population in your cities? In most cases if a city becomes unmanageable because of the all the penalties that cause unrest, I will let it rebel and then recapture it an exterminate the population for a handsome profit. However I was wondering if this can be done without having any buildings be lost in the process. It would suck to have to rebuild all of that cities military facilities. What do you do in this situation?

  2. #2
    DukeCanada's Avatar Domesticus
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    Default Re: city takeover--auto-raze?

    Auto raze? What version of RTR are you playing?
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  3. #3

    Default Re: city takeover--auto-raze?

    I just re-installed RTRlatnuim. I have not played in over a year. I remember that when I used to exterminate settlements, some buildings would be destroyed in the process. I would like to avoid this if possible, especially for buildings that take up to 8 turns to complete.

    Does auto-razing of buildings, when you exterminate a settlement, happen in RTR and how do I prevent it? Thanks

  4. #4

    Default Re: city takeover--auto-raze?

    I dont think it destroys buildings, just exterminates the population.
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  5. #5
    DukeCanada's Avatar Domesticus
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    Default Re: city takeover--auto-raze?

    Some buildings may be damaged in the process of a battle, but not razed. So all you have to do is repair them, and generally it only takes one turn.

    If your just on Platinum I highly suggest downloading Exrm or FOE. You may find them very entertaining.
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  6. #6

    Default Re: city takeover--auto-raze?

    Quote Originally Posted by DukeCanada View Post
    Some buildings may be damaged in the process of a battle, but not razed. So all you have to do is repair them, and generally it only takes one turn.

    If your just on Platinum I highly suggest downloading Exrm or FOE. You may find them very entertaining.
    Thanks, I will have to check this out in game. I have not played in a while so I didnt remember what happened when you captured a settlement and exterminated the population. I am playing RTRPE right now with no sub-mods. I am going to try basic RTRPE out be fore I add any mods. Last time I had RTR installed I did play with EXRM.


    I think RTW+Mods is the hardest TW game to play with all of the unrest penalties that a settlement can get. There is a base revolt risk for a lot of cities, plus the revolt risk that occurs once you take one over. Enemy spies can also add to this risk. There is also a culture penalty that can be tough to get rid of and the distance to capital penalty. And most of all there is squalor which is out of control in RTW. Most of these penalties max out at 80%. The only things that can really combat these penalties is the garrison bonus which also maxes out, and marginal public order bonuses from temples and such.

    In previous RTW games it has been my strategy to build up a cities population until it is no longer manageable. I then will exit my troops from the city, let it rebel, and then take it back from the rebels and exterminate the populace. This can earn you a lot of fast money but I was worried about the danger of some of my buildings being destroyed in the process. From your replies it sound like this does not happen in the game and even if it did it would probably not be moddable. I will keep my fingers crossed that auto-razing does not happen.

  7. #7
    DukeCanada's Avatar Domesticus
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    Default Re: city takeover--auto-raze?

    Oh, well, I believe ExRM sort of fixes the revolting cities issue...I believe. Perhaps an ExRM dev can describe it in more detail. I really dont want to take about an issue I am not well versed in.

    However, RTR VII: FOE is not a RTR Platinum sub mod. It was actually built from scratch and takes a whole new approach to unrest and large cities. Basically you will never have the issue where a city will get so large that it is unmanageable. However, as you expand outwards it becomes difficult to hold cities of different culture. For example, as a Roman it will be difficult to hold Iberian cities.

    They are 2 completely different approaches to unrest, and perhaps you might like them.

    Exrm and FOE are the latest mods in the RTR series.

    Either way, you shouldn't have too much trouble with auto raze. Perhaps a damaged building, but not anything more.
    Last edited by Maurits; January 26, 2011 at 07:08 AM.
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  8. #8

    Default Re: city takeover--auto-raze?

    Thanks for the help FOE sounds really cool!!! I will defiantly check it out when I have the time. I am going to look at the EXRM sub-mod right now. I like some of the changes but dislike the removal of the Illyrians. I might just keep playing basic RTRPE BI until I can make a decision between these and the various other sub-mods.

    Are there any mods that allow the barbarian factions to build a 12000 or even 24000 lvl settlement government structure? The squalor and cultural penalties that these buildings could eliminate could really help reduce some of the unrest penalties of larger barbarian cities. If it becomes too much of a problem for RTRPE BI, I will install FOE. Of course there is always the option of letting these cities rebel and then re-take them and exterminate the populace, which is why I was asking about auto raze. I am glad to hear that buildings may only be damaged and not destroyed. Thanks Again for the help!!!

  9. #9
    Maurits's Avatar ЯTR
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    Default Re: city takeover--auto-raze?

    Well, this year we plan to release the final part of our VII series, namely RTRVII, which will include the Illyrians and do much more and even better than FOE. I'm sure that you'll love that one too

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