Razing cities degrade the fertility?

Hi there, I have through a few campaigns decided to raze those stupid AI cities and build my own proper race all over the place (cities need race ;)).

And I find big problems with degraing fertility in the square the city vacated (checking city attributes and the new spots fertility), and in some cases I am not even able to rebuild a city on that spot! thats really frustrating!. Sometimes they have build cities so close that I cant rebuild them (cheating much?).

Hope you guys have some thoughts about this, cause me feels its a pain, and making the razing of cities to support the "Slave Driver" abiliy of Magnar a rather permanent penalty.

Sincerely
~ Kongdej

8,696 views 14 replies
Reply #1 Top

City's can only be built 7 squares apart, but this is not based on the centre of the city, but the edge, so two new city's can be 7 squares apart, but once they get bigger, they are now classed as closer together then 7 and destroying one will not allow you to rebuild it until the other city's building have been reduced.

Also the SLAVE MASTER trait and higher AI levels, means computer city's have more base grain then that is really there!

I have been playing on ridiculous level and the AI start with 15000 gold, 300 materials and 300 crystals and their city's have double the grain and metal (so if the land is really 4 grain, they show up at having 8 grain)

It make the game a lot more fun :)

Reply #2 Top

Dont think slave master increases grain... atleast not in my version of 0.86...

But the ai part... sounds silly, your sure razing have no impact on the terrain?... I do know it sounds very silly that the AI have improved grain and metal in theyre cities, especially since I conquer them and keep the upgraded amount (I checked when I had taken the city, and when I could build a new city, I did check for special buildings.)

But ty for the info, these kinds of information would be nice to know.

Sincerely
~ Kongdej

Reply #3 Top

Razing ruins the land the city was on, you can't get resources from that tile any more.  At least that's what it seems like to me when I play.

Reply #4 Top

I did a few tests are your right, grain drops by 1 per city you build and destroy on that spot.

 

A 5 grain spot become a 2 spot very fast doing this.

Reply #5 Top

Don't forget a 5 grain city when looking at city details may not actually have started as a 5 grain city. If a bakery was built, it would have increased from 4 to 5 in the city details. Plus if any food resources were linked to that city (by being closest to that city) that would also have made it a larger number.

Reply #6 Top

It was my own city, I saw a 5 grain spot, build a city there, razed it and the spot is now 4 grain.

I rebuilt again, and razed again, and its now a 3 grain.

Reply #7 Top

Quoting Natjur, reply 6
It was my own city, I saw a 5 grain spot, build a city there, razed it and the spot is now 4 grain.

I rebuilt again, and razed again, and its now a 3 grain.
End of Natjur's quote

 

Ah, ok, good to see you tested it with your own city. Is it just grain that degrades or the production value as well?

Reply #8 Top

Quoting Natjur, reply 6
It was my own city, I saw a 5 grain spot, build a city there, razed it and the spot is now 4 grain.

I rebuilt again, and razed again, and its now a 3 grain.
End of Natjur's quote

Thanks, obviously I was too dumb to do this >_<... (your logic is obviously undeniable xD)

If this is how the devs want it, I would atleast want a warning xD, thats quite a decision to take then :)...

Sincerely
~ Kongdej

Reply #9 Top

This is why I would like the little button that shows us grain and material yields to show it for every tile. I need that information to make raze decisions. The pioneer being selected should only show the settle spots on the map. Hope this gets fixed in the next polish session.

Reply #10 Top

We need to raze outposts, as building an outpost also 'hidden's grain and material tiles in the same radius as a city.

 

I saw a nice area but had to put an outpost to protect one area, but when I went back to build a city, I could not as the outpost 'hidden' it.

If I could destroy the outpost, I would then build the city, but I want to get the AI to destroy it as I could not.

Reply #11 Top

So outposts are blocking city settlement? Someone should report that bug with a savefile.

Reply #12 Top


I have noticed that grain/material tiles can be both reduced and improved by raising and lowing the land on surrounding tiles. I raised a tile once until it was a hill, losing all production, then lowered it back down and got the same production back. I also noticed that production values on tiles that are not utilized grow over time. I am not sure if they need grain to seed this growth, or if any tile far enough away from another city could spontaniously start producing. I have an endgame save file where I have created a little island to see if it will ever happen, but it hasn't yielded anything yet.

Reply #13 Top

I don't think just razing a city should impact the fertility of the land.      Historically, to do that you had to raze the city and sew the land with salt to reduce it's fertility.  Think Carthage and what the Romans did at the end of the 3rd (?) Punic War.

Frogboy I suggest this be changed.    Perhaps there should be both an option to raze the city and another one to raze the city & reduce the fertility of the land.

Reply #14 Top

I made another posting of bugs (since this thread was not on the support forum I made a post on the support forum where I included this), so just wanted to add I put up some screenshots of me testing this city razing ETC. in there, to anyone wanting to skip theyre own tests :P
https://forums.elementalgame.com/420730

Sincerely
~ Kongdej