Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Would REALLY love it if I could raze large settlements... not being able to is kind of ruining my experience right now. :\
Or if you wanted to keep the cities you've captured but want to destroy a less productive but large existing city? Your own citizens wouldn't be too happy about that if you could... It would have to have a relatively severe faction wide unrest penalty, perhaps make it an edict.
It could be interesting to have more edicts with potentially more negative effects than positive... Nothing stopping players from becoming bad emperors or tyrants... Razing your own cities (for whatever reason) does seem counter-productive to the endgame goals, with population being your main tax base, and the main conditions of victory in 2 of the victory modes.
Several times in Chinese history powerful people have up and moved almost entire populations from cities. This was done mostly to capitols, but I don't see why it couldn't be done for any city.
Maybe make it so razing a small settlement has no disadvantage, razing anything between 16-50 population causes a faction-wide -25 happiness, reducing by 5 per turn. Anything over 51 cannot be razed, but we should be able to destroy our own farms to systematically starve our people to bring population down, if we choose to be evil despots.
I think having more options like this in the game would be good, but with detriments attached (like the cost to respecialize in RPGs, or the reduced resources returned for cancelling a building in RTS). Having to make difficult choices of "how much detriment can I handle for the benefit?" makes interesting strategic gameplay for those of us obsessed with efficiency.
You are doing this all of time by using pesants as forced labor and cheap troops in armies in feudal system. You can push people up to point where they rebel. Politics just dont work in the way that there is some "punish" button that resets all rebellions and make people forget all you have done.
Also in feudal system if you raze town you raze somebody property as ruler you have agreed to protect people and noble who own the town as exchange that they pay taxes and provide troops. If you ask them to burn their own property they would just defect to other ruler who protects them better instead of starting to burn their own lands and houses.
You just cant order lesser nobles to burn their own lands and houses feudal system wont work like that even when in this game is pretty abstracted.
Can you point me at some examples ?
I seem to recall the Northern Jin doing similar with one of the early cities as Ghengis attacked the north, trying to keep Genghis from having a foothold into northern China. Which, of course, didn't do much good as he took half a dozen cities in the north anyway. I will try to find what I read about and get back to you.
And then there were the edicts during the Qing attempting to get more settlers out to the western parts of China, but I don't think they razed any cities to do so, it was just a "move out here in large numbers!" kinda thing.
Edit: I might have been thinking of the movement of the court to Kaifeng after the Mongol assault on Beijing, but I will keep looking.
Perhaps I should ammend that statement to "Several times in Chinese history poerful people have moved large populations away from cities".
If any noble needed more pesants he just started distribute land and in no time he had more pesants quite often even too much that it started causing problems.
Reasons why people relocated at feudal times was that nobles could not gurantee protection becouse of wars or there was no more land available. Or there was more land elsewhere with better protection as farming generally needs stability.
I think this game simulate this aspect pretty well if you want more people you build more farms it kind of simulate distributing land to peasant who then work the fields and pay taxes.
You just dont understand feudal system. For example my family got freeman status at some point in history providing and arming two horse men to Swedish king when it was only required to arm and maintaing one infanrymen per farm. But becouse we provided two men and two horses and arming two horsemen we got title. Just like everybody else who provided more troops than what was required per farm.
What would have happened if swedish king would have ordered all farms and nobles to relocate who provided him taxes and troops? Well he would have lost those troops and all taxes also there would have been propably revolt. Nobody would have provided any extra troops and propably not even minimun that was required.
Also there is a lot of things lowborn people could do to harm raising feudal levies if they dont like the nobles or ruler they can provide only poor quality weapons, poor food, send only poor quality men and never provide anything extra. Still they dont brake any laws. They could raise levies slowly and delay sending troops and waste time of rulers. And this is just case where ruler is not liked not in the case where ruler is openly hostile toward people under his protection.
Even when this is not about ancient china still those rulers lived in the feudal system they needed to rely people under them training, maintaining weapons, troops and feeding and suppliing them. Rulers needed to rely that most of smaller nobles support them or otherwise they had not troops at all and in worst case rebellions.
Then you do not understand China. China had been experiencing a pull-push relationship in between feudal system and absolute monarchy but the scale pretty much side with absolute monarchy. The absolute monarchy starts with the Central Bureaucracy sytem implemented by Qin to further enhance the Mandate of Heaven and the Hevenly Son's absolute power. Of course, we know the history that since Qin pushes this too hard and due to several natural disasters... we have Han Dynasty next; but still, all the rest of the dynasties still push forward to Central Bureaucracy to strength the authority of the Hevenly Son.
The last Dynasty in China, which is Qing Dynasty, on the other hand, implemented a psudo-feudal system by learning the failure from Yuan Dynasty because Mandate of Heaven was so deeply implemented in the minds of the Beifangren and Nanfangren that these two major culture groups of Chinese can hardly accept a "foreigner" as the Heavenly Son. By having the feudal system to calm those regions in specific needs, you are prolonging your dynasty's life.
Now, back to the OP, you aren't wrong about such Mandate of Heaven wouldn't have any trouble moving its peasant but you better embrace a wave of peasant revolt next.
It is because of how the game works. First of all, while maintaining Authority is an issue, relocating 15+ Settlers to different cities would be a pain (don't start another post about adding numbers directly to your cities, because that's an insult to current game mechanic). Then, if you are trying to add those 15+ Settlers in ONE cities, you will suffer from the food problem unless you have kept making fields. But since you have been well-prepared with fields by working your peasants non-stop, you are absolutely looking forward to peasant revolt when:
1. you raze your own huge cities
2. you overworked your peasants in other cities to preparing for the raze
3. you added the now raged peasants to the already enraged cities due to over-work
4. have fun
I just do not see how this has any meaningful implmentation to the game other than making the Dev working on something that has no gain to the players at all...
If this ladder is going to kill you no matter what, why would the Dev wants to implement it?