More control over what upkeep failure does. See patch #6632 and patch #6633
When a player fails to pay the food, gold or shield upkeep of a unit it has consequences. The consequences for the unit is now configurable in the missing_unit_upkeep section of cities.ruleset.
Use food_protected, gold_protected and shield_protected to determine what, if any, unit type flags should grant protection against upkeep failure consequences. A citizen may be killed in the place of a protected unit.
Use food_unit_act, gold_unit_act and shield_unit_act to force the unit to try to perform an action as a consequence. You can specify alternative actions in case the first is illegal.
Use food_wipe, gold_wipe and shield_wipe to delete the unit without using an action as a consequence. This will be done after any actions have been tried.
Example 1: Be merciful. Never disband a GameLoss unit. Try various actions that gives a profit. Delete the unit if they all fail.
Code: Select all
[missing_unit_upkeep]
food_protected = "GameLoss"
food_unit_act = "Help Wonder", "Join City", "Establish Trade Route",
"Enter Marketplace", "Recycle Unit"
food_wipe = TRUE
gold_protected = "GameLoss"
gold_unit_act = "Help Wonder", "Join City", "Establish Trade Route",
"Enter Marketplace", "Recycle Unit"
gold_wipe = TRUE
shield_protected = "GameLoss"
shield_unit_act = "Help Wonder", "Join City", "Establish Trade Route",
"Enter Marketplace", "Recycle Unit"
shield_wipe = TRUE
Example 2: Anti mercy. Not paying the upkeep of a GameLoss unit can kill you. Can't pay for the maintenance of your nuke? To bad. Boom! The unit can't disband? Continue in the hope of killing a citizen.
Code: Select all
[missing_unit_upkeep]
food_unit_act = "Explode Nuclear", "Disband Unit"
food_wipe = FALSE
gold_unit_act = "Explode Nuclear", "Disband Unit"
gold_wipe = FALSE
shield_unit_act = "Explode Nuclear", "Disband Unit"
shield_wipe = FALSE