City ruins on MapScripts
Erebus Continent has an option for placing city ruins. This should be made available to all MapScripts as a map option, disabled by default.
Comments (5)
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I think this option was intended for RifE, which has explorable "ancient city ruins". The map script tools just use normal city ruins for other Modmods.
I'm pretty sure barbs will not pillage them.
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Hmm ...
Well, tbh I like this idea of 'explorable ancient city ruins'.
How about, after 50 turns a City Ruins turns into an Ancient City Ruins (and therefore can be explored).
Then Sanctify can remove both City Ruins and ANCIENT City Ruins ... (without having to explore it) - a short-cut to remove the lair.
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reporter - edited description
You are right; I thought that this would be purely cosmetical in ExtraModMod but I forgot about the Sanctify mechanic. When/if this is included, it won't be enabled by default.
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reporter - changed status to closed
Should be handled by MapScriptTools.
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Question: City Ruins?
-> can be pillaged by anything, will the barbarians pillage these before we ever see them?
-> can be sanctified, is this to give the Good nations an additional chance to delay the appocalypse?
-> don't do anything else (so far as I am aware)
If the City Ruins are indeed graphical, then I would perhaps consider having this option 'off' by default.