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Thread: Razing a settlement and building slots

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  1. #1
    Mr. Scott's Avatar Primicerius
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    Default Razing a settlement and building slots

    First off, I love DEI and the balance it creates. That's some quality work and it makes this game fantastic.

    However, I am curious as to the possibility of making actions such as "razing" or "sacking" to also have the effect of destroying building slots on the map (you are after all enslaving or killing the urban population). Whenever, I play as Rome, I always raze Carthage, but its somewhat roleplay-breaking when Carthage on the map is still this giant city with fully decked out building slots.

    It particularly makes the late-game feel stagnant as at that stage every city is fully built up and you get situations where Pulpedeva appears the same size as Rome or Alexandria, and it really makes those "glorious" capital cities of the age not seem so important in the context of your empire.

    It also minimizes the "bite" of sacking or razing a city (historically, cities would be devastated for decades afterward with many never fully recovering) and makes population seem almost irrelevant (I destroy all population enhancing buildings once the city is built out -e.g. aqueducts).

    I'm not sure if this is a moddable function, but is it possible to:
    1) Manually destroy building slots (in case I want to forcefully downgrade regions)
    2) Have "Sacking" or "Razing" destroy building slots?
    Last edited by Mr. Scott; February 10, 2015 at 04:19 PM.
    “When my information changes, I alter my conclusions.” ― John Maynard Keynes

  2. #2

    Default Re: Razing a settlement and building slots

    Would be cool but I'm not sure if its a good idea balance wise
    A nation that has important settlements sacked/looted/razed and are somehow able to re-capture lost territories, would have a much harder time at getting back in shape. Atm its possible to have a lot of ping-pong capturing between the AI and the players, but this would break it if not implemented in a smart manner (with more "malus" to choosing the option, less "malus" rebuilding slots, and possibly counter-balancing with other gameplay mechanics).

  3. #3
    Drowsy's Avatar Senator
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    Default Re: Razing a settlement and building slots

    Hopefully this should be a thing of the past with the upcoming manpower mod, when looting, razing and sacking destroy's manpower/growth completely until Roma can liberate the region with brotherly kindness and love.

  4. #4

    Default Re: Razing a settlement and building slots

    Manpower, as in a finite resource that is consumed anytime a unit is replenished or recruited? That would be awesome, Hearts of Iron 3 has the same system.

  5. #5
    KAM 2150's Avatar Artifex
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    Default Re: Razing a settlement and building slots

    From what I know it won't work for replenishment or at least Mitch haven't found a way to do it so far.
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  6. #6

    Default Re: Razing a settlement and building slots

    Does anyone know if there is any way to ADD building slots? Is it possible to mod the game to allow more than the 5 (6 w/port) for capitals and the 3/4 for other cities?

  7. #7
    KAM 2150's Avatar Artifex
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    Default Re: Razing a settlement and building slots

    No, it would have been done long time ago if it would be possible.
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