Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Abandon City
I would really like to see an "abandon city" option; obviously with a pop-up that asks if you are sure. When you abandon the city, the 3-4 nearest cities get a boost of population equal to the abandoned city's population spread out among those cities. (If your city is a 6, then three cities get a +2 to population). Obviously this could cause problems if the nearby cities are running lean on food, but that would be something the player would have to deal with if it arises.

I feel that it would be useful if your city is unproductive, starving, or in a place that always gets hit by those heat waves. I captured a city from Georgia with that issue. Literally half the hexes under control of that city face an almost constant heat wave, making the city unproductive.

There is precedent in the real world. The pueblo people moved out of their city; and likely joined other native populations because their city became unproductive due to climate change.
Last edited by ChanceGateau; Jan 27 @ 4:15pm
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The pueblo culture didn't disband a city, because an emperor decided, that its profitability doesn't meet their high demands, but rather because they had to to survive. If that would be build into the game, then you wouldn't get the option to do it youself, but the city would rather decide it on their own after losing too many pops without help from the empire.

Also a big migration wave is never without consequences, as it stresses the migration target quite strong and when looking from a gameplay perspective, then it would also balanced in a way, that it can't be exploited, so you would probably be hit with multiple negative effects. Personally i would say like a -50 loyalty hit to all surrounding cities and -5 amenities for 10 turns feels reasonable.

Though ngl, that could be quite interesting as well when it's properly polished, as it would be a motivation to support cities in crisis situations instead of just waiting until it's over^^
True, it was about survival, but there are likely other examples in history, where a city was deliberately abandoned; but I would think the main reason for abandonment is natural disaster or environmental damage; like in the case of Pripyat, in the former Soviet Union, near Chernobyl. If a city is even tolerable to live in, even if not productive, then people will still live there.

I still want to see it though, as it could add a much-needed dynamic to the game.
Originally posted by Maya-Neko:
The pueblo culture didn't disband a city, because an emperor decided, that its profitability doesn't meet their high demands, but rather because they had to to survive. If that would be build into the game, then you wouldn't get the option to do it youself, but the city would rather decide it on their own after losing too many pops without help from the empire.

Also a big migration wave is never without consequences, as it stresses the migration target quite strong and when looking from a gameplay perspective, then it would also balanced in a way, that it can't be exploited, so you would probably be hit with multiple negative effects. Personally i would say like a -50 loyalty hit to all surrounding cities and -5 amenities for 10 turns feels reasonable.

Though ngl, that could be quite interesting as well when it's properly polished, as it would be a motivation to support cities in crisis situations instead of just waiting until it's over^^
The sort of thing seems to have happened with several Meso American cultures prior to the Spanish anschloss, They would build a thriving civiliaztion the would last for a few hundred years and then something would and they would exit the premises reason or reasons unknown.
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Date Posted: Jan 27 @ 1:01pm
Posts: 3