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Unhappy starting city with 3 population?
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The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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Pyrodrew;
I guess it all comes down to preference and play styles. I should clarify. I play on huge maps and with only conquest as a victory condition. A result of this is many wars of foriegn occupation. To me the CF risk of keeping a size 25 city is simply to great. I'd like to be able to keep it sure, but more than likely the palace is only a short distance away. I do not like to garrison my cities not on the front line with many troops, nor do i like backtracking. Buildng all of the improvements is a pain to be sure, but much more attractive than losing 50 units to a F***ing flip. I keep cities 10 and other, and starve those. But with a size 25 city the threat is too great so I disband and rebuild (unless it has a wonder, of course) Finally when I capture a large city I have usually pounded it with arty and air and there usually is not a lot left anyway.* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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I almost always play on huge maps & remove Culture, UN, & Spaceship victories. I don't have much problem with CFs in 1.29 & PtW even with a nearby enemy palace (in another thread I noted how I've seen less CFs - maybe from 1.29/PtW and/or my evolving methods -?). And I still prefer losing 10 units, some which may have been obsolete, (1-2 turns to replace with 10-20 cities producing those units in 1-2 turns) to a temporary CF over losing a factory & other expensive buildings that take much longer. Perhaps I don't use arty & air on cities as much as you, but in other tactics and/or I have fewer allowing me to have more ground troops (?). I like the troops on the front line to save me time from the retreat & return... & to make my recently conquered cities less attractive to be attacked by the enemy & so they focus their attention on the less defended cities of my ally/allies. So I agree, it must come down to preference and play styles.Last edited by Pyrodrew; November 25, 2002, 03:14.
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Originally posted by vmxa1
I am not sure if a wonder is worth it either. I mean most likely it is some ancient era and is obsolete. Not many would be of any interest.
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Pyrodrew:
I have been noticing fewer flips since 1.29. I think it has to so with 1.29 increasing the ablity for garrisons to suppress flips, but I am not sure of this.
What is the mixture of your army?
Here is a breakdown of my forces in a typical late game.
Mech Infantry - 182
Modern Armor- 138
Radar Arillery- 87
F-15 - 93
Bomber- 13
Stealth Bombers- 15
Stealth Fighters- 7
Obsolete units- 5
Destroyers- 35
Battleships- 21
Nuclear Subs- 21
Aegis Cruisers- 7
Carriers- 11
Tactical Nukes- 7
ICBMS- 29
I like to keep a my forces relatively balanced, the arty is used in attack, but pulled into city at end of turn ( I should note that I play with a modded game)
As for wonders, I like to keep all of them even if they are obsolete.* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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Originally posted by Pyrodrew
It does depend on the wonder. Yet, against human opponents there is no guarantee you will have built all the medieval, industrial & modern age wonders.
I do not think MP comes in at all on a Huge map for conquest, SP is assumed unless they state otherwise.
True, I may not get all of those wonder when they come out, but in the situation that I think they are talking about the game has gone to the point where you are trying to get the conquest accomplished, this means wonders are not a factor to me. Maybe that is not the correct picture, I just do not see size 25 cities getting captured much before this point.
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When I'm running over those size 25 cities that usally means I'm going for a conquest(or domination) victory. Anyway, to avoid loosing large troops to CF I just place one defensive unit in my new city and leave it like that. I don't bother with building improvements or pasifying resistance until I have aquired a safe distance from that city to the original civs borders. If the city flips(it usually does), so what. I loose one unit, recapture the city and continue my offensive. When I have a safe distance(overlapping culture radius is the biggest factor for CF's) then I send in large troops to quell the resistance and start building improvements.
If I know I'm unable to hold the city for long I Might just as well raze it. Makes the AI pissed but who caresDon't eat the yellow snow.
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I have been noticing fewer flips since 1.29
I like to keep a my forces relatively balanced, the arty is used in attack, but pulled into city at end of turn ( I should note that I play with a modded game)
SP is assumed unless they state otherwise.
Will it be worth tying down a large stack of troops to try to hold the city? If it filps and I lose all those units, was that wonder that good?
I do not need any wonder I may come across at this stage do I?One or two could still be viable such Sun Tzu, but do I care?
Regardless of your Civ games you decide to continue to play, I am surprised you wouldn't care for Sun Tzu, Leo, JS Bach, or others which would improve your score. Perhaps you are talking about a different "stage" - when you say "this stage" where exactly in the game are you?
I would think only to terminate that civ.
Leaving a large army in a city for enough time to get it out of resistance and not flip is not justified.
I think they are talking about the game has gone to the point where you are trying to get the conquest accomplished
Maybe that is not the correct picture, I just do not see size 25 cities getting captured much before this point.
to avoid loosing large troops to CF I just place one defensive unit in my new city and leave it like that. I don't bother with building improvements or pasifying resistance until I have aquired a safe distance from that city to the original civs borders. If the city flips(it usually does), so what.
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Originally posted by Pyrodrew
I find my mix varies depending on the map design, the Civilization I play, how well I am doing in score, & how well I am doing technologically. Generally, I would wager I use more bombers/s.bombers & ground units. More importantly, a mod might change one's strategies to make certain tactics more viable. What mod do you use that makes non-ground units (especially navy) worth producing in that quantity? And does the AI use those non-ground units effectively? I'm looking to mod myself.* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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Re: Unhappy starting city with 3 population?
Originally posted by ArmaGeddin
OK, I just started a game on Monarch level. I'm still in Depotism, and I have a total of 5 cities in a circle around my capital. Two of my cities have a population of three and are static, ie.... not growing. I have the A/I managing the city mood, and they both have one entertainer each. I have one Spearman in each city, and I just placed a Temple in each city.
Now I can't understand how I could still need an entertainer in these cities if I have a Temple and a Spearman in each! I thought the Temple would turn one citizen to happy, and the Spearman would turn one to happy I get three happy by default in Monarch mode, so how could there still be unhappy citizens in those cities?
I'm not at war, and I have not pop-rushed in those cities.
Is there any way to check what is causing a city to be unhappy?
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