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unmerged(486223)

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You can't destroy your own capital (makes sense) but I just started a new game and I placed a new town in reach of Donkeys, Pigs, 2x Silver, Magic Node and Magic Fields. My capital has nothing near it apart from Sea and Mountains blocking buildings, and the capital overlaps my new city so I'd rather get rid of it than have it blocking my new better city.

Can we have the option to move capital in a future patch? As the capital gets buffs it may need balancing, or a long expensive spell to do it or something
 

Sifer2

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They sort of copied Civ 5's conquest victory in that losing your capital you lose the game. So they are probably not going to allow you to move it as that would open the door to exploits.
 

Astasia

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We should be able to turn that off eventually when they add victory conditions, I hope. It would be nice if when "conquest" was turned off we could move the capitol, but I'd honestly move mine into another plane which might also be a bit cheesy.
 

unmerged(169594)

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We should be able to turn that off eventually when they add victory conditions, I hope. It would be nice if when "conquest" was turned off we could move the capitol, but I'd honestly move mine into another plane which might also be a bit cheesy.

That could be dealt with by letting you turn the capital into a super-settler unit. It would have superior stats (to prevent instant loss by ambush), and retain some or all of the original city size when unpacked, but be unable to go through portals.

I think that, as long as exploits can be dealt with, the penalty in terms of losing all your buildings balances the strategic advantage of being able to reposition your capital.
 

unmerged(486128)

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In that case, if your capital is under seige and will soon be captured, you could create the super-settler, cast Meta Teleportation and send your capital to the other edge of the map in a single turn. =/
 

unmerged(484420)

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Perhaps then the answer is to start you with the super settler unit allowing you to change your start location if you want but balanced by the complete lack of production and defensive posture of having a city.
 

unmerged(169594)

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In that case, if your capital is under seige and will soon be captured, you could create the super-settler, cast Meta Teleportation and send your capital to the other edge of the map in a single turn. =/

But you will lose all your buildings. At the stage of the war where someone can get a siege force to your capital, you need all the help you can get, and that will be a significant blow. It will mean that your rebuilt capital makes virtually no contribution to your empire. It will also have no real defenses in the short term (can't build units, no forts/towers), so if there are other hostile units nearby...

In fact, the only thing that teleporting away will accomplish is preventing instant loss. It won't stop you losing the war, but on the other hand it will prevent cheese strategies like rushing the enemy capital with all the siege units you can throw together.

Incidentally, Teleport does have a range limit. Besides, it would be logical to make the super settler immune to Teleport, since it's unable to use portals already. In fact, it would make sense to make it immune to a lot of spells - anything designed to work against a single unit or squad should not have the spellpower to affect a population of several thousand.
 

Astasia

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I really don't see them adding a lot of special mechanics to deal with it, like special units that ignore multiple active game rules, I imagine that would require a lot of work. In the end your start location isn't very important, you just need to remember to expand around it rather than in one direction leaving it vulnerable on one side (doesn't matter if there's no good resources in one direction, build there anyway). The actual resources you have in your capitol, or whether it's your most productive city or not, really don't matter. Technically with the current mechanics the best thing you can do with your capitol is just build towers all around it, I don't find that necessary but it's the one city you really have to protect and in the end that's a higher priority than making it productive.
 

unmerged(486128)

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Perhaps then the answer is to start you with the super settler unit allowing you to change your start location if you want but balanced by the complete lack of production and defensive posture of having a city.

I do like this idea, but the way the game currently is it would slow down players who start in a bad area while those who start in a good area will set up their capital immediately. It doesn't really change the influence of luck of the draw and I think it would only be worth while in cases where you started surrounded by a lot of water or mountains. Personally I'd rather have it so that capital cities couldn't start on narrow bits of land with fewer building options.