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Don't fight units with 0 defense
A behaviour known in Civ3: whatever number of units is in an attacked city, if not a single one of them can actually defend, workers surrender and planes/ships perish in a moment as soon as the first single unit bothers to conquer the site. We already can capture any number of caravans at time, but a single diplomat "protects" them. A number of diplomats put in a city steal several moves from an attacker to deal with them when actually neither of them can fight anything.
Make a switch in rulesets to prevent defense 0 units interrupting conquerors. (Probably, make a separate one in another ticket to move a capturer on the tile of the captured).
#1 Updated by Marko Lindqvist over 1 year ago
- File 0038-Add-Action-Wipe-Units.patch 0038-Add-Action-Wipe-Units.patch added
- Status changed from New to Resolved
- Sprint/Milestone changed from 3.1.0 to 3.2.0
Attached patch adds Action "Wipe Units" that wipes all the units from the target tile at once, even if stack death usually would not apply. There's a hard requirement that none of the units has positive defense strength.
#9 Updated by Marko Lindqvist over 1 year ago
Alexandro Ignatiev wrote:
(Also, not exactly what I wanted, diplo still can protect caravan from being captured, but, well, good for its own.)
Yeah, I were mainly thinking about the "capturing a city with no real defenders" case.
Now I'm bit worried If we want different approach for capturing units (that themselves have non-zero defense) in the future, this may conflict with such plans. Of course, until S3_2 d3f we can freely readjust this...
#10 Updated by Sveinung Kvilhaugsvik over 1 year ago
Marko Lindqvist wrote:
Now I'm bit worried If we want different approach for capturing units (that themselves have non-zero defense) in the future, this may conflict with such plans.
There is room for more than one capture action, wipe action etc.