"If you make the conquered city a puppet state, you gain the benefit of the city's research and its output of gold, while taking a much smaller hit to your citizen's happiness."
Few things in Civ V caught me as much off guard as that one line in the manual. I went through the entire industrial era, and part of the modern era, with my economy crippled due to my lack of understanding of puppet states.
I had conquered my Chinese neighbors as my civ entered the industrial age. I had nine cities of my own, and four puppet states (formerly the Chinese nation.) When I reached the industrial age, I was very disappointed to see that I had no coal available in my borders. However, there was a nice deposit right across the border in the United States. Only one answer: invade!
So invade I did. And I took over five of his cities (made into puppet states) in a protracted war that decimated my treasury... but at least I got that coal! Build me a mine, and figure out where to use it. Hey, 7 coal from one mine? Great! It's factory time.
Now here's where things went from bad to worse. You see, puppet states will build whatever they want. Except units. And you still have to pay maintenance on what they build. I didn't understand this, so I just ignored them. I figured, like the manual said, I would enjoy their gold and science and let them do what they wanted.
One of the things it turns out they wanted... to build factories. Five of the puppet states built factories, not only using 5/7 of my coal, but also allowing them to build more worthless treasury draining buildings over the years.
Thank goodness I posted here on Poly and got some great answers to help resolve this. Only after systematically switching my puppet states to regular cities did I discover how much they had screwed me over.
Once I fixed that issue, my economy took off... however, my building maintenance was over 500 gold per turn (unit and tile combined was only 350) so the damage was done. I still managed a space race victory in 2037, but I can only wonder how I'd have done without those vampire states. A valuable lesson learned...
The manual should be more specific. An occupied city without a courthouse has a -5 happiness penalty (Prince difficulty). Building a courthouse will elimiate this penalty entirely; the city will function otherwise as if you had built it. Making it a puppet state will provide no benefits other than avoiding the process described above.
X
Collapse
-
Puppet (Vampire) States
-
#1Dhaeman commentedSeptember 23, 2010, 10:26Editing a commentThat's not true that they only prevent unhappiness. Annexed cities (like settled cities) increase the cost of your current and subsequent social policies by 30%. It's also supposed to delay your great people but in my games it didn't seem to affect them.
-
#2pdxsean commentedSeptember 24, 2010, 00:26Editing a commentGood point Dhaeman. Settled cities increase the cost of social policies by 15% (15% applied to the base cost, not cumulative with other increases) and I didn't consider the additional cost of converting the puppet states. However if you're going to hold on to them for long-term be prepared for some outrageous costs... I had 10 puppet states that cost 2x as much in building maintenance as the 9 settled cities I owned. Not a good investment imo.
Posting comments is disabled. -
Categories
Collapse
Article Tags
Collapse
- apolyton (33)
- call to power (82)
- call to power 2 (94)
- civilization 1 (22)
- civilization 2 (61)
- civilization 4 (89)
- civilization 4 colinization (12)
- civilization 5 (152)
- civilopedia (14)
- colonization (11)
- column (21)
- gods & kings (11)
- gods and kings (10)
- info (10)
- modification (29)
- multiplayer (17)
- patch (30)
- preview (10)
- review (16)
- smac (55)
- smax (18)
- superguide (13)
- the list (21)
- units (11)
- wonders (13)
Latest Articles
Collapse
-
by DanQBring it on. The two-hundred-and-sixteenth episode of PolyCast, "What's Next", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" are joined by returning guest co-host "DarkestOnion". It carries a runtime of 59m59s.
Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.-
Channel: Civ5
December 13, 2014, 12:42 -
-
by AesonAn interesting article at The Escapist about Civilization and some of the goings-on behind the scenes at Firaxis:
http://www.escapistmagazine.com/arti...s-Civ-V-Studio
I have a lot of problems with the methods Firaxis tested this with. Turning off barbs, limiting AI expansion ... those are two critical factors for how big an impact waiting to found your first city will be.
I myself like to move the other unit first, see if there's a good spot to move the Settler to in a couple of turns or less. A river hill is is hard to pass up moving to. The extra production from the hill will pay off the first move very quickly.
How about you? In what circumstances do you feel moving the Settler is a good idea?...-
Channel: Civ5
March 1, 2014, 00:41 -
-
by Robertjoystiq reports that Civilization V may get another expansion, based on a listing in the Steam Apps Database. Neither Firaxis nor 2K Games commented on this finding.
...-
Channel: Civ5
January 16, 2013, 01:03 -
-
by Orange46Civilization 5 Patch 1.0.2.13 has been released. That is the big patch announced for this fall. It contains many fixes and tweaks and also support for Windows 8 touch screen support. Here is the list with full patch notes highlighted are the things that were not in the announcement earlier this year:
BUG FIXES
General- Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay.
Civilizations and Traits- Ottoman naval upkeep is now fixed. Save games that were started before the fix will not be corrected.
- German UA and Oligarchy social policy now work together correctly.
City States- Mercantile CS now only get a unique luxury for their first city (and not the cities they conquer). Unique luxury is removed upon capture (players can no longer get it by taking over a CS). Unique luxury is given back upon liberation.
- Prevent double counting of resources when an improvement is gifted to a minor civ, then the minor civ techs up to activate the improvement.
-
Channel: Civ5
November 6, 2012, 18:47 -
A new Civilization 5 patch has been announced by 2K Greg on 2K Games Forums. Here are the Civ5 patch notes and what 2K Greg says about: Here's a fun surprise for you guys to read over the weekend: Patch notes for the upcoming "Fall Patch!" There's no ETA for this patch at the moment other than "fall" There are some popular requests in here that I bet will make some of you very happy. And so without further ado: Modding Addendum The DLL source code will be released with the fall patch, allowing modders to compile modified DLLs for their Civilization V mods. BUG FIXES General Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay. ...
-
Channel: Civ5
September 29, 2012, 20:20 -