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Truman_Capote
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Given that, how do you make your new territories profitable, instead of dungheaps stuck building temples and courthouses for the rest of the game?
I didn't use to have to worry about this when I played on Regent and Monarch, but I'm starting on Emp so my core cities are not enough to sustain frequent military actions against the AI.
I'm not looking for help in any specific example, rather advice that is good in most situations. I've heard about use of taxmen and scientists, as well as starving the population and then building it back up, but when people discussed these strategies, they mentioned them in passing and in no great length due to the fact that they already understood them. I've also heard about a very powerful exploit called the Palace Rank Jump?
Commence abuse. Presume I know enough to win on Monarch but from that point on talk to me like I'm an idiot, especially when it comes to the finer points of micromanagement. (I still have trouble with Settler Pumps. I'll try to start one only to realize I've failed and frittered away 1500 years doing so.)
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Truman_Capote
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You've already lost me. Remember: Me Tarzan, You Nuclear Physicist.
How is this done?
EDIT
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I don't have the patch and that was the source of confusion. I guess I'd better put off my questions until I get the patch. Thanks you guys.
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EDIT
Last edited by Truman_Capote on 28-01-2004 at 07:07
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Truman_Capote
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I saw a strategy where a person built his FP in the middle of his best lands, and then rushed his palace on an island in the middle of the ocean far far away from any other city. What does this do to corruption?
From what I could understand, it shot up effeciency and production around the FP and created a black hole of production and commerce in any city around his Palace.
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geniemalin
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Being in a situation like that in my current game (Emperor level) my first suggestion is - FOOD.
Don't bother mining anything. Irrigate, railroad if you've got the spare workers, and assign the citizens to maximise food production.
Then, depending how late in the game and how hopeless the city is you can
Just use it to get a few coins/science by converting 'excess' citizens to taxmen/scientists
Use it for culture by converting 'excess' citizens to Civil Engineers and building Temple and/or Library (especially if you're Religious or Scientific and they're cheap)
Go into Communism or Fascism and rush-build things
Bleed it for Workers repeatedly - this is a good strategy while you're still railroading your massive empire, and with a good food supply, they'll still grow while you do it
No matter what ou do with them, though, don't expect them to be 'profitable' in the same way as your core - they won't be.
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CerberusIV
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As Geniemalin said, railroad and irrigate every possible tile around the corrupt cities. You are trying to support as many specialists as possible. For a size 12 city you should aim for maybe 5 citizens working food tiles and the rest as specialists.
I don't use policemen, I don't think they are particularly effective in really corrupt cities. Civil engineers are good for building improvements. If the city is only managing 1 uncorrupted shield then 2 CE's will give 4 more for a total of 5 shields, slashing the build time for a city improvement by 80%.
Every scientist is 3 beakers without corruption, every taxman 2 gold. If you have enough cities like this they do make a worthwhile contribution to your empire.
The exact mix of specialists depends on what you are trying to get - cultural improvements, gold or science - so it needs a little experimentation.
These cities are never going to contribute as much as a low corruption core city, it is just about getting what you can from them.
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vulture
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Leeds, UK
Jun 2001 time: 05:33
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quote: Originally posted by Truman_Capote
I saw a strategy where a person built his FP in the middle of his best lands, and then rushed his palace on an island in the middle of the ocean far far away from any other city. What does this do to corruption?
From what I could understand, it shot up effeciency and production around the FP and created a black hole of production and commerce in any city around his Palace. |
There was a bug in CivIII and PtW whcih allowed you to get very low corruption doing this. Basically, there are two sources of corruption. Firstly there is a component determined by the distance of a city from the palace or forbidden palace (whichever is nearer). Secondly is the component due to the city 'rank' - the number of cities closer to the palace than this city (the FP doesn't count as a palace for this).
The bug in the earlier versions was that the rank corruption was worked out incorrectly. What was meant to happen was that a city 10 tiles from the FP and 30 tiles from the palace would have its distance corruption based on the 10 tiles to the FP, and the rank corruption determined by the number of cities closer than 30 tiles away from the palace. What was actually happening was that distance corruption worked as expected, but rank corruption was based on how many cities were closer than 10 tiles from the palace (the distance from the city to the FP). This gave the impression that the FP acted exactly like a second palace, with a new set of city ranks centered on the FP - as long as you had similar distributions of cities around your palace and FP and didn't look too closely, you'd never notice anything was wrong.
However, it opened up an interesting exploit. If you build your palace in the middle of nowehere, 100 tiles from your nearest city - then (obviously) there are no cities within 100 tiles of the palace. Going with out example above of a city 10 tiles from the FP, its rank corruption is based on the number of cities within 10 tiles of the palace, so its rank corruption (the largest part) is essentially reduced to zero. We assumed (incorrectly, as it turns out) that what was intended was that its rank should be based on the number of cities closer than 10 tiles from the FP. What was actually intended was that all the cities closer to the palace than this city count for rank corruption, and the FP only reduces the distance corruption (which is the way it now works in C3C v 1.15 - earlier versions had bugs in trying to sort out the rank problems).
So the strategy you mention above is basically an exploit to use the results of the bug to eliminate rank corruption in the empire, leaving only the distance corruption (which typically is about half of the rank corruption for a democracy IIRC) - effectively cutting the total corruption in the empire by a factor of 3! (More or less...)
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Drachen
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Here are a couple of tricks I find helpful on higher difficulty. The tiles close to a city will yield 10 shields when a forest is cut down the first time so move in a gang of workers and cut down the existing forests. Then have them plant and cut forests on the other tiles and then terraform all tiles to maximize production. I use the shields generated to build a courthouse if the city seems likely to gain production not lost to corruption. I’ve had useless cities become decent producers after courthouse, police station, factory, hydro plant, and railroads. I also usually use forest cutting to build the cheapest culture providing building available to me to expand the city/empire borders. If a courthouse won’t help the city then I set them to building workers or settlers which are so cheap that even corrupt cities can crank them out. Settlers are very useful in late game wars. You can encroach upon enemy territory by founding new towns on the outskirts of your empire in your own land or by moving them into enemy territory with an adequate guard. When the next turn comes you found your new town and enemy territory/roads/rails etc become yours. Now the enemy city that used to be 4 tiles away is two tiles away and your tank armies or Cavalry can take them in one turn allowing you to plant a new settler even deeper in enemy territory while your defensive units move forward in territory that is all yours. Who cares if the new cities are poor producers because you can abandon them or use them to build more settlers. You can devastate an enemy’s productive center in a handful of turns using settlers in this fashion. Hope this helps.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:33
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What I do is cash rush improvements in the conquered area.
Edit: If I've done raizing in the same general area previously and so now there's this large whole in my territory that the AI is going to want to fill and this city is at least pop 9 I might rush a Settler first before any structure.
Usally the first thing I rush is a Temple if I don't have some wonder placing a strucuture in that city generating culture, otherwise it would be skipped.
Next I rush a Marketplace for happiness reasons.
This is followed by rushing a Court House.
For cultural purposes, I may rush Libaries and Universitys next or if not needed skip.
This would usually be followed by rushing a Police Station.
Then if it's a border city, the rest of the cultural buildings would be rushed.
Finally rush a Factory (and Off Shore Oil Platform if benifitical) and the city should be able to normally build the rest of the structures over time. Sure it's never going to be as good as the core land, but that's quite okay because it's main contrubtion is all those luxaries now inside your borders and maybe a key stregetic resource or two.
Note that with 1.15 newly conquered large cities far way will often produce a net of 2 shields instead of just 1, and the Court House and Police Station may be more effective as well.
Because in 1.15, max corruption is 90% instead of 95% and also each city improvement that's anti-corruption reduces max corruption by 10%.
quote: Originally posted by Truman_Capote
Given that, how do you make your new territories profitable, instead of dungheaps stuck building temples and courthouses for the rest of the game?
I didn't use to have to worry about this when I played on Regent and Monarch, but I'm starting on Emp so my core cities are not enough to sustain frequent military actions against the AI.
I'm not looking for help in any specific example, rather advice that is good in most situations. I've heard about use of taxmen and scientists, as well as starving the population and then building it back up, but when people discussed these strategies, they mentioned them in passing and in no great length due to the fact that they already understood them. I've also heard about a very powerful exploit called the Palace Rank Jump?
Commence abuse. Presume I know enough to win on Monarch but from that point on talk to me like I'm an idiot, especially when it comes to the finer points of micromanagement. (I still have trouble with Settler Pumps. I'll try to start one only to realize I've failed and frittered away 1500 years doing so.) |
Last edited by joncnunn on 01-02-2004 at 03:09
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conananas
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Backward cities that produce no shields, no commerce, no nothing, no matter how many improvements you build - the sole strength of such cities, is THEIR INHABITANTS.
Two words:
CANNON FODDER!
Entire nations of otherwise unproductive Üntermenschen can be turned into riflemen/infantry/mech inf. by a few simple clicks of that lovely green button. And if they revolt, you just bring in more entertainers from an inexhaustible supply of expendable human capital. Only music on the radio!
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Cruddy
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quote: Originally posted by bfg9000
I think after you've conquered half the world, the AI should send you a popup window saying: "You won. I resign. Start over?" o YES o NO
And then you get credit in Hall of Fame for a 'Surrender Victory' . |
Yeah, but the domination limit is 66% - not that far off half the world.
Personally when my territory is over half totally corrupt I go Communist - but that's a limitation of 1.29 vanilla Civ.
Maybe Civ4 will allow more than 1 Forbidden Palace? Or maybe make the number dependant on Govt type.
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