Actually I think pillaging is a great addition to wartime strategy. In one of my first games I was the Mongols and wanted to take out the Chinese (fitting...), but I just didn't have the units to do it. But I DID have those wonderful Keshiks (whatever) who make great pillagers...after sending in a half dozen or so I brought his economy to its knees (he was not prepared to defend). Then I was able to take his cities, as he could no longer afford to build new defensive units.
Later in the same game I was in the mid-industrial era when Saladin (on a different continent) surprised me by building the Apollo program and starting his spaceship. I was going to lose if I didn't slow him down, so I made an open-borders agreement with his neighbor (Catherine), shipped over about fifteen cavalry, then declared war and let them loose on his land. Despite his tech advantage he didn't have enough units to counter me quickly, and I destroyed most of his tiles before he rallied to push me back. By this time his cities had starved down to half their previous size, he wasn't building spaceship parts, and I had caught up technologically. So I accomplished my goal without capturing a single city.
So I guess the point is that in this game there can be a lot more purpose in war besides just taking cities. In fact in many cases you are going to want to stop your opponent but are NOT going to want his cities...with the increased upkeep, unrest, etc sometimes they are more trouble than they are worth. In one game I took an opponents city but then it immediately started starving and rioting...I only had a couple of decent squares in the city radius, the rest now belonged to another neighbor. I had no way of even building up the culture (unless I wanted to waste a culture bomb) in order to increase the radius, so I just gifted the city to my neighbor civ, gaining a friend and ridding myself of a problem at the same time.
Anyway, this is a big change from prior Civ wars, when once a war started I usually tried to continue until I had wiped out my opponent and taken all his cities. There's just much less reason to do that in Civ4.
Later in the same game I was in the mid-industrial era when Saladin (on a different continent) surprised me by building the Apollo program and starting his spaceship. I was going to lose if I didn't slow him down, so I made an open-borders agreement with his neighbor (Catherine), shipped over about fifteen cavalry, then declared war and let them loose on his land. Despite his tech advantage he didn't have enough units to counter me quickly, and I destroyed most of his tiles before he rallied to push me back. By this time his cities had starved down to half their previous size, he wasn't building spaceship parts, and I had caught up technologically. So I accomplished my goal without capturing a single city.
So I guess the point is that in this game there can be a lot more purpose in war besides just taking cities. In fact in many cases you are going to want to stop your opponent but are NOT going to want his cities...with the increased upkeep, unrest, etc sometimes they are more trouble than they are worth. In one game I took an opponents city but then it immediately started starving and rioting...I only had a couple of decent squares in the city radius, the rest now belonged to another neighbor. I had no way of even building up the culture (unless I wanted to waste a culture bomb) in order to increase the radius, so I just gifted the city to my neighbor civ, gaining a friend and ridding myself of a problem at the same time.
Anyway, this is a big change from prior Civ wars, when once a war started I usually tried to continue until I had wiped out my opponent and taken all his cities. There's just much less reason to do that in Civ4.

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