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Old May 10, 2002, 01:07   #61
Grrr
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Akka's suggestion should be implemented.
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Old May 10, 2002, 01:56   #62
Hurricane
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Well, I still think my idea is better. Just kidding, any change limiting razing will be great, IMHO.
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Old May 10, 2002, 02:28   #63
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Quote:
Originally posted by Hurricane
Well, I still think my idea is better.
I'm an Akkalyte. You are a heretic. Prepare to be inquisized.

BTW. What was your idea again?
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Old May 10, 2002, 07:05   #64
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Quote:
Originally posted by Tuberski


So, basically we are back to the theory that a unit CAN raze a city.
Of course they can, as a turn can be many years. However, sometimes the turns (and tile sizes) represent strategic time (distance) and sometimes tactical time (distance). In this case, a good case can be made to treat it as a tactical action and let it take a few turns. I think the pillage action would be ok. Maybe generating workers and additional partisans.

So, the ironic thing is, both would be "realistic." It's just a matter of how much detail you want. As a comparison, instead of flipping let's say we implement partisans. The partisans control the country side and the production there. The garrison controls the city. If the partisans regain control of the city through combat, then the end result is the same as the loss of the garrison and city (flip!). Both are realistic, just the former gives you the details of what happened.
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