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Razing a city
Posted: Wed May 26, 2021 11:30 am
by 4kn
Hey all!
When I nuke an enemy city and conquer it afterwards - the pops there start dying, but still other pops start immigrating there from my own cities for some insane reason. And die there. So conquering a nuked city doesn’t bring you any functioning assets, and also siphons your own precious pops. Not to mention such cities disorganise your logistic network.
1. Can you raze a newly conquered city like completely? Preferably moving all its pops to the old cities?
2. Can you forbid your pops to immigrate into newly conquered cities?
Thanks!
RE: Razing a city
Posted: Wed May 26, 2021 12:37 pm
by zgrssd
1. Nope. Vic just recently accepted that a way to remove cities might be needed and I had some ideas for that:
https://www.matrixgames.com/forums/tm.asp?m=5023387
2. Nope as well.
However, Imigration should be based on public and private jobs being avalible. Have you tried turning off all the public assets?
RE: Razing a city
Posted: Wed May 26, 2021 1:06 pm
by 4kn
Thanks for your reply!
1. Aaaw. That’s too bad, it’s quite gamebreaking. Slavetraders offer to buy pops. Why are we not able to atleast enslave captured city?
2. No, haven’t tried that. Ill give it a go. I hope they wont be attracted by private jobs as well.
RE: Razing a city
Posted: Wed May 26, 2021 5:55 pm
by BlueTemplar
Wait, even removing road/rail connections doesn't prevent populace from (directly) migrating ?
RE: Razing a city
Posted: Thu May 27, 2021 7:19 am
by zgrssd
ORIGINAL: BlueTemplar
Wait, even removing road/rail connections doesn't prevent populace from (directly) migrating ?
I have not tried cutting the road.
However I am 75% sure you can not remove the last road connecting a city (or a asset) to a SHQ.
Maybe if you place a custom SHQ in the city and turn it over to that SHQ?
RE: Razing a city
Posted: Thu May 27, 2021 12:18 pm
by BlueTemplar
You totally can.
However, it's a bit weird, because "Demolish Infra" seems to use the same rules as road construction,
so you cannot use for it as a starting tile a tile not connected to a SHQ !
RE: Razing a city
Posted: Sun Nov 07, 2021 10:53 pm
by Catasteroid
If I remember correctly the willingness or the number of citizens that can be taken on as colonists or recruits each round is increased when the population is starving or dying due to radiation exposure in the same way offering a large credit bonus does so it can help funnel additional people out of ruined cities, they will also emigrate at a greater rate (I think). Immigration and emigration is direct from city to city and your transport infrastructure is not involved. Just starve em out and they'll get the picture ha ha.
Re: Razing a city
Posted: Wed Oct 05, 2022 11:43 am
by BlueTemplar
Yeah, sigh, trying to get rid of a city I've been starving it for dozens of turns, it seemed to be working well (for me, not so much for them), but this turn I have as much population immigrating from the nearby zone (even though roads and rail are cut !), as there are starving and joining Free Folk.
The issue seems to be the presence of Light Industry 1, which keeps making private credits, and also the lack of private workers means that private income is sky-high at 19m¤/worker/turn, compared to the nearby 6m¤/worker/turn, which is probably what is attracting immigrants ?
(Note that this is on v1.08.05, started v1.07.06, from what I've heard, this is much less of an issue in more recent versions ?)
Also, I have just acquired a newly created AI village of 900 souls, thankfully I probably should be able to get rid of this one, since it doesn't have any private assets. (Not that I'm complaining, it's good that the AI is able to make new cities now !)
Re: Razing a city
Posted: Tue Oct 18, 2022 7:28 pm
by zgrssd
This question was asked 17 months ago. Stuff has changed.
Of course to be fair, that is about as old a v1.08.05 is (I would actually have to search to find the age of that version).
For starters, you can now Unify Zones to remove cities from the map.