Part of it is difficulty based. High level AI's have plenty of spare units to stick in a city regardless of how far away it is, and every city they get will mean even more units are produced. Often the far flung AI cities are defended even more than core cities to (I'm assuming) negate the chance of culture flips. The player also needs every little advantage they can get.
Lower level AI's don't have the units to defend everything well. You also don't have to squeeze the last few drops out of that 'wasteland' to gain an advantage on them.
The other part of it is goal based. I generally look at everything as mine... If you don't feel the need to always conquer 66% of the world regardless of how you want to win, the efficiency of claiming that portion you aren't going to claim anyways isn't really a factor.
Cannon fodder!
That is a good point though, I tend to place very little 'sentimental value' on anything in the game.
Lower level AI's don't have the units to defend everything well. You also don't have to squeeze the last few drops out of that 'wasteland' to gain an advantage on them.
The other part of it is goal based. I generally look at everything as mine... If you don't feel the need to always conquer 66% of the world regardless of how you want to win, the efficiency of claiming that portion you aren't going to claim anyways isn't really a factor.
I guess the key is not caring if you have to give away or abandon a couple of those cities due to AI "sneak" attack. That way you don't really have to invest in defending the cities the way I invested in my ivory town. Then they probably are worth it.
That is a good point though, I tend to place very little 'sentimental value' on anything in the game.
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