Infuriating faction AI instant city raze

Please by all mean, have the faction AI respect the 5-turns delay before razing a captured city. Do you have any idea how it can be frustrating and infuriating even when a well developed city get instantly razed upon capture by the faction AI? 

In addition to that, it is claimed that the AI respects the same rules as the player. This instant raze is a quite clear contradiction! WE have to respect the 5 turns delay, have the AI does that too.

And it would also be so cool if there was an option to prevent city razing. Civilization has it and I believe Kael did appreciate the game, right? ;)

 

 

4,536 views 9 replies
Reply #1 Top

Seconded, especially when the ability to push back the fog of war is so poor and an enemy can leap on your doorstep from far away.

Reply #2 Top

+1 to this idea. I don't often have the enemy capture cities, but it happened last night and they destroyed it the instant they had it, didn't give me a chance to recapture. I had an army that could take it back less than a turn away, but they insta-razed it and I couldn't rebuild.

Reply #4 Top

I find city razing is part of the game, and a risk to deal with. That said, there are two long time issues here:

1- Insta-razing for AI and not for player is just not fair.

2- Insta-razing for monsters is infuriating, since there is no way to rebuild the city nor resettle the tile (salted land).

 

1 Should be fixed ASAP. Same rules is a must here. Everyday someone posts a complain about it, and many of us post to support it, still with the hopes of getting a response...

2 Any change here might be appreciated. Linking the number of turns needed to raze, to the level of the city would be a nice solution. Or a plain number (like 2 turns to raze: one turn to kill half the population and the second turn for the coup de grace). Maybe this way could fix #1 too.

 

Reply #5 Top

I fully support and encourage this change. Five turns seems about right to me, if the AI is constrained to the same limit.

Reply #6 Top

Nibelung, you sound just like me.  I started a thread just like this and "infuriating" featured prominently.  Anyway, this is apparently a long-running issue and the vast majority of posters agree that the 5-turn delay needs to happen (personally, I'm against ALL razing but never mind).  Not sure if they plan on changing this in 1.1, but the devs seem to be trying the address the equally-infuriating "salting of the land" that takes place after a razing.  The problem is that tiles once occupied by a city are ALWAYS tagged as occupied by a city, even after the city is no more.

Workaround: building an outpost nearby "resets" the salted land so you can then go back in with a new settler.  I've never actually tried that, but somebody smart told me it would work.

Doesn't solve the razing problem in the first place, but at least makes the results marginally less...  infuriating.  Wish I could think of another word, but that's the one.

Reply #7 Top

I think there also needs to be more of an incentive when voluntarily razing your own city, like being able to pack as many of your people into refugee caravans as possible to relocate them.  Unrest reduces the number that will go.  But while the city has an occupation penalty (hell no we won't go!) there can be no relocation, just decimation.

Reply #8 Top

Quoting immanuel1, reply 7
Workaround: building an outpost nearby "resets" the salted land so you can then go back in with a new settler.  I've never actually tried that, but somebody smart told me it would work.

Doesn't solve the razing problem in the first place, but at least makes
End of immanuel1's quote


Building an outpost to 'reset' the salted land doesn't work, at least it hasn't for me. I had a city raised near a shard location. After the city was razed and the land values wiped/salted I built an outpost to at least reclaim the shard location and the land values remained nil - apparently still salted.

Reply #9 Top

I believe city tiles reset on their own after a period of time.

This time is long enough, though, that if you are not using epic pacing you might not get much use from it.