[Bug/Suggestion] Cities should change kingdom/empire tile upon conquest.

I dont know if its a bug, or if it has been overlooked.

When you conquer a kingdom city as an empire for instance, after the first turn the terrain flips to your style, but the actual city itself remains in complete kingdom design..

They should flip to your empire design as the terrain flips. I understand that kingdom-specific buildings such as huts or whatever wont flip (though they could, if you made them flip into the empire equivalent, kingdom workshop into empire workshop etc.)..
But at the very least, the city center and especially the outer walls should flip to your empire style (or vice versa if you play as kingdom and capture an empire city).
And possibly, if there's a Hedge wall built, it should be flipped to the empire Wooden Wall equivalent.

This would add much needed "roaaarrr i am converting the lands and cities into darkness" flair, beyond just the terrain texture.

5,515 views 6 replies
Reply #1 Top

Why would a city change it's architecture just because someone walked into it?

Reply #2 Top

Because a new empire with a new ideology, religion, occult magic fanatic obsessions and dictator-like rule wants it?

And what when modders add real unique citysets, like orc cities and undead cities..
How much sense will it make to have half of your undead skeleton empire's cities be green and happy Altar style (after conquest)?

This is a fantasy game about conquering enemies and converting their lands, not a democracy game.

Reply #3 Top

So your run a terror campaign of "Join me or Die". City goes into revolt for a turn, the population leaves the city or dies trying leaving you with a controllable size (say 25 pop), City shuts down for another 5 turn because the new overlord wants to re-shingle the whole town, Then let's cut off access to faction only resources (So Kingdom can't build Darklings after catching an empire city, etc...)... :-"

 

fun

Reply #4 Top

How much sense will it make to have half of your undead skeleton empire's cities be green and happy Altar style (after conquest)?
End of quote

About as much sense as flipping the entire visual style based on who controls the city.

Reply #5 Top

I agree with the OP. It seems silly that my kingdom doesn't regrow an area previously controled by an empire, when that's what they seem to do best when claiming a piece of wasteland for themselves.

As it is now I tend to raze a conqured empire city just to be able to achieve this.

Reply #6 Top

In my opinion, this is actually worse than just an aesthetics issue. The real issue here is that you are also given direct control of their buildings to do with as you please. From a meta-game stand point, this makes perfect sense as you are the victor and you should gain control of your spoils. However, from a game standpoint, you now can have two of several key buildings which should not be allowed to exist together. For instance, it is possible to get over 100% drop in training time because one could simply take all the empire training buildings and add the kingdoms versions. The problem here becomes even more unfun for the mod community. Say a modder wants to add a one per city building to both the Empire and the Kingdoms. There is no good way to prevent a conquering Empire player from taking a kingdom city with this building and then building a second one of them, since the kingdom and empire versions are two distinct buildings. This means that every building made for the game has to be built under the assumption that two of them can exist at the same time in the same city.