Edwin P. Posted May 10, 2004 Share Posted May 10, 2004 I propose that the Russian player have the option to move their capital for a cost of 600MPP. Thus if Moscow is surrounded the Russians can relocate their capital and resume building new units. Link to comment Share on other sites More sharing options...
Shaka of Carthage Posted May 10, 2004 Share Posted May 10, 2004 You're addressing the symptom, not the cause. The problem, is when Moscow is surrounded, but not taken, the AI has to realize it and abandon Moscow. Even a quick and dirty option to allow the Russian player to "destroy" Moscow, would accomplish it. The remaining logic is already in place for Russia to have a new capital. No need to force the Russian player to spend 600 MPPs. Link to comment Share on other sites More sharing options...
pzgndr Posted May 10, 2004 Share Posted May 10, 2004 SC2 will allow us to designate cities as secondary industrial centers, besides designating alternate capital cities. These would act like capitals for the purpose of building units if you can trace supply to them. Link to comment Share on other sites More sharing options...
SeaMonkey Posted May 10, 2004 Share Posted May 10, 2004 And as I understand it, correct me if I'm wrong, using the editor you will be able to create a city on map that could be an abstract representation of an off map city, thus giving it the ability to be an alternate capital? Link to comment Share on other sites More sharing options...
Hubert Cater Posted May 11, 2004 Share Posted May 11, 2004 How this will work is you will be able to flag various cities (for each country) as either secondary capitals and/or secondary industrial centers. Secondary capitals will be a list of alternate capitals should your primary capital be captured. For example in SC1 if Moscow was captured then the capital would move to either Sverdlovsk or Stalingrad depending upon which is still available/friendly controlled. Secondary industrial centers will act like capitals in that new unit builds can only be built in and around cities if they can trace a supply line to either the existing capital or the secondary industrial center. In SC1 Stalingrad for example was a secondary supply center but new units could not be built there if it was cutoff from the capital. This will no longer be the case in SC2 if Stalingrad is specified to be a secondary industrial center. Hope this helps, Hubert Link to comment Share on other sites More sharing options...
SeaMonkey Posted May 12, 2004 Share Posted May 12, 2004 And this will work for editor generated cities/industrial centers as well? Could this path(supply) also be traced across sea tiles if a port is available/created? Link to comment Share on other sites More sharing options...
Hubert Cater Posted May 12, 2004 Share Posted May 12, 2004 And this will work for editor generated cities/industrial centers as well? This is done through the editor Could this path(supply) also be traced across sea tiles if a port is available/created? Not currently planned, basically same path rules as in SC1. Link to comment Share on other sites More sharing options...
SeaMonkey Posted May 12, 2004 Share Posted May 12, 2004 Thanks HC, the "creator's" attention is always appreciated. Link to comment Share on other sites More sharing options...
Recommended Posts