Capturing Cities Could Cause Chaos

I have been thinking about how unbalanced it would be to capture a city with faction wide bonuses that are supposed to be mutually exclusive to each other. I wonder if it is possible to force demolition of any buildings that would break the game if you got both or two of the same. Any thoughts?

Ex: Getting two Onyx Thrones would mean -60% unrest in every city! And that is much less powerful than the buildings in Ivory Tower. 

3,512 views 6 replies
Reply #1 Top

Is there any way to set a building to be destroyed on city capture? We should have that anyway I think

Reply #2 Top

Keep the building, only apply the bonus once. That way you have redundancy if something is conquered and there's no confusing exploding of buildings for no apparent reason

Reply #3 Top

Afaik there's no way to do this currently. What you can do is make a hidden tech, that gives you X. Since techs can only be unlocked once, you will only get the bonus once. But, you can't lose the tech. Even if you lose both thrones, or demolish them, you'd still have the bonus.

There is one more alternative, to make an improvement globally unique. But, this would not work for buildings unlocked through city level-ups. The option to select access to that building would still be there.

 

Reply #4 Top

If there's no way around this, then unique one per civ buildings should be destroyed on capture, or auto-replaced by a placebo building which does nothing.

 

If you capture a placebo building and DO NOT have the appropiate building, it becomes auto-replaced by the actual building.

 

 

 

Reply #5 Top

It would be far easier to implement a tag in the modifier that says "one per civilization". But, regardless of how it can be solved, it can't be solved currently.

Reply #6 Top

There are alot of ways that this would break the game. I hope the devs see this too.