Endless legend ai offers city i dont know location of

26 апр. 2015 г. в 19:15

I don't wanna TAKE the city, I wanna DESTROY it!

I'm trying to get a beachhead on another continent to teleport my military over whenever I need it, and found the perfect province. Two luxury resources I don't have access to. But the AI's placement of the city is bad, and I want to plant a fresh city at a location of my choice. And there is a city I need to destroy for my quest in the next province over.

Now, in attacking these cities, I automatically take them over, and convert the existing site. I don't want that. I want the cities razed! And I don't have the option to Scortched Earth them after taking them in the first place!

How do I slaughter my enemies, drive them before me, and hear the lamentations of their women, guys?

Сообщения 1 – 13 из 13

26 апр. 2015 г. в 19:48

Well it has been asked before and some don't like the feature, but you must first convert a certain amount of the city population before the option to raze. It takes time and you can see the % converted above the city to the right of it I believe.

26 апр. 2015 г. в 19:53

I have to get the people I conquered to LIKE ME, before I can BURN THEIR HOUSES DOWN?! What?!

Ugh. Well, guess I'll just steamroll their faces, put up with the drop in Happiness, take the two cities I need to, burn them down, then get to business as usual.

Thanks for the info.

Отредактировано bakagrappler; 26 апр. 2015 г. в 19:53

26 апр. 2015 г. в 19:56

Автор сообщения: bakagrappler

I have to get the people I conquered to LIKE ME, before I can BURN THEIR HOUSES DOWN?! What?!

Ugh. Well, guess I'll just steamroll their faces, put up with the drop in Happiness, take the two cities I need to, burn them down, then get to business as usual.

Thanks for the info.

It's to prevent just ransacking cities, burning them, then moving on
It allows the faction to try to fight back instead of being steamrolled

26 апр. 2015 г. в 20:15

It's a rather important mechanic for balance, waiting roughly 10 turns or so (I don't spend a lot of time conquering so I don't know the precise number) for something that you intend on burning down but getting a settler instead I think is a reasonable option.

If you suddenly leeroyed in, took over someone's city, and could auto-destroy it.. before the player had a chance to respond (if it was a sabotaged alliance or whatever). well, that would be incredibly bad ((not to mention for RP reasons the local population would resent or resist you for trying to burn down all of their accomplishments.. so hence, the time))

26 апр. 2015 г. в 20:18

If you seriously do not like the city's location, or the waiting.. than use

1) mercenaries as privateers to raze it at tier 4 (tier 2 if roving clans),

2) get ability's that raze (such as the one that the Cultist starts with)

3) Simply don't take over cities that you don't really want the location of, and go after better options.

It's also usually bad to destroy a city simply because of how many things that said city could have already researched (and all the time wasted in just having it as opposed to just continuing it's developement and saving the city), if it's later in the game and it's a built up city, of course.. so a better location may not be that great of an idea, assuming the area it is in isn't absolutely horrible for you.

26 апр. 2015 г. в 20:20

If you like just ransacking cities, you already have options.

If you want to make it so that it's easy for you to ransack and burn everyone else's cities down.. well.. it's imbalanced, and doesn't make a lot sense RPly either (as destroying a city takes time) so.. no luck for you there.

26 апр. 2015 г. в 20:25

Автор сообщения: Lady Crimson

If you like just ransacking cities, you already have options.

If you want to make it so that it's easy for you to ransack and burn everyone else's cities down.. well.. it's imbalanced, and doesn't make a lot sense RPly either (as destroying a city takes time) so.. no luck for you there.

And yet mercs can do it as soon as they win.

26 апр. 2015 г. в 20:28

Yes, as I just pointed out in my above post.. there are options.. (though you must use mercenary units specifically, and have them set as privateers.. and there is no option, they can only ransack, they can't take over ((unless they are no longer privateers.. also said privateers can't have heroes with them)) ).

Автор сообщения: Done25 Автор сообщения: Lady Crimson

If you like just ransacking cities, you already have options.

If you want to make it so that it's easy for you to ransack and burn everyone else's cities down.. well.. it's imbalanced, and doesn't make a lot sense RPly either (as destroying a city takes time) so.. no luck for you there.

And yet mercs can do it as soon as they win.
Отредактировано Lady Crimson (RIP); 26 апр. 2015 г. в 20:29

27 апр. 2015 г. в 14:07

The Cultist faction can and will instantly raze any captured city and turn it into useful stockpiles.

27 апр. 2015 г. в 16:32

This still feels wrong to me despite the obvious measures taken to try to mitigate other options. I'd rather there be an option when conquering whether you want to raze it or conquer it and the razing takes just around the same time it currently takes to pacify the population.

27 апр. 2015 г. в 18:59

Автор сообщения: Fore

This still feels wrong to me despite the obvious measures taken to try to mitigate other options. I'd rather there be an option when conquering whether you want to raze it or conquer it and the razing takes just around the same time it currently takes to pacify the population.

Maybe with a sizeable hit to approval or some other, equally negative effect to balance it out?

27 апр. 2015 г. в 21:34

Tbh the broken lords and necrophages should be able to wipe out cities, to either heal their units for free, or to make a surplus of carcas'.

28 апр. 2015 г. в 4:01

Автор сообщения: Lady Crimson

If you seriously do not like the city's location, or the waiting.. than use

1) mercenaries as privateers to raze it at tier 4 (tier 2 if roving clans),

2) get ability's that raze (such as the one that the Cultist starts with)

3) Simply don't take over cities that you don't really want the location of, and go after better options.

It's also usually bad to destroy a city simply because of how many things that said city could have already researched (and all the time wasted in just having it as opposed to just continuing it's developement and saving the city), if it's later in the game and it's a built up city, of course.. so a better location may not be that great of an idea, assuming the area it is in isn't absolutely horrible for you.


Great post! There are better sites for Vaulters vs Wild walkers, etc. but you're right to weigh the lost output from starting a new city from scratch.