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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Strategy > Moving the Forbidden Palace
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eris is offline eris
Chieftain

Jan 2003
time: 22:37
  Old Post 11-08-2005 18:59
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Moving the Forbidden Palace Remove this text

I am glad the title of this forum is Civ3-Strategy and not something about practical or desirable strategies.

I found a way to get my Forbidden Palace from one place to another. I am one of those who has decided that the location of a Forbidden Palace is less important than getting it up as soon as possible to keep Corruption and Waste down. I would love to wait and place it in some farther away city from my capitol, especially someplace like a previous enemy's capitol, but I get too impatient. So, in my current game the Forbiden Palace was in my second tier of core cities. Meanwhile, I was trying my latest trick, an MPP without ROP. Just before invading someone I get as many of these arrangements as possible. I try to get allies on the opposite side of the intended victim and on my borders opposite the intended victim. The first category tend to take up a lot of the victim's attention in unit-to-unit battles. What happens to the second category is that they spend turn after turn slogging through my territorywithout the benefit of my roads or rails. They are in a wartime build mode and so take up a lot of their economy building units. Sometimes, they never even make it to the war zone before peace breaks out. I like it. Or rather, I used to....

As Greece, I was watching the Celts and Romans sending dozens of units towards our common enemy, the Byzantines. It was a long war. The Celts even renewed the MPP. Then, it turned out that one segment of their long ragged suppy line was clustered next to one of my core cities, the one with the Forbidden Palace in it, as well as Universal Sufferage. (which I no longer needed since I was in Communism) Suddenly they declared war and although my units were better than theirs, the city was not massively defended and the Celts slowly picked off HP after HP. losing a couple dozen or more units in the process. The city fell. When I took it back, Universal Sufferage was still there, but the Forbidden Palace was gone.

So I built it again in what used to be the Sumerian capitol, much farther away and also out of the way of war supply lines. I thought to myself, I haven't seen this one on the boards and thought I would share it.

Meanwhile, there are now no foreign units left alive in my territory and I am now pushing back the Celts and Romans. (They had their own MPP, which triggered when I took my city back.) There were bunches of both Romans and Celts hanging about, and they did much pillaging before I could hunt them all down.

As I said before, it's not a practical strategy, and not an easily arranged strategy, but it is a new one!

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:37
  Old Post 11-08-2005 20:09
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Remove this text

Not much in the way of new strats to be found by this time. Since this is C3C, the FP can be put most anywhere and it is not a big deal.

It is not as powerful as it was in prior versions. As you found out any culture structures are lost if the city is captured, so the FP is gone. Wonders are not lost.

You now can see why MPP's are not without draw backs. It is a good plan to shadow any armies in your land to ensure they do not feel froggy and leap upon one of your towns.

To avoid triggering any MPP's the Celts had, kill only units in your land. If you have an MPP with this third party, put a throw away unit out for the Celts to kill or at least attack.

Anyway I am not fond of losing any buildings, let only an FP. That is just not going to happen.

Last edited by vmxa1 on 12-08-2005 at 03:16

inca911 is offline inca911
Warlord
St. Paul, MN
Jan 2000
time: 05:37
  Old Post 12-08-2005 01:56
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Got spare money?

I'd rather do the palace jump than build the FP twice....

eris is offline eris
Chieftain

Jan 2003
time: 22:37
  Old Post 12-08-2005 19:09
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Support Apolyton, buy Galactic Civilizations

Like I said, it isn't a practical strategy!! (Actually calling it a "strategy" is self-directed sarcasm.)

I understand all the risks of an MPP and the other factors.

The AI caught me by surprise. After more games than I can count, something new happened. That, to me, is part of the magic of Civ. I found it entertaining as well as annoying. I will be a bit more careful next time, won't I? Despite evidence to the contrary, I can learn from experience.

Given the non-humorous response, you probably don't want to hear about my "strategy" to reduce unit maitenance costs by throwing stacks of cavalry at fortified infantry in a city on a hill. It lacks practicality as well.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:37
  Old Post 12-08-2005 20:11
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Support Apolyton, buy Call to Power 2

Yeah that will reduce maint cost alright. Well I read this week about a civ attacking 11 towns with 1 cav for each. The towns had 1 infantry in each and the AI captured all 11, so maybe it won't reduce it the way you had planned.

realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
time: 21:37
  Old Post 13-08-2005 01:16 Visit realpolitic's homepage!
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Suffering from ads?

I like to have an ROP that ends 5-10 turns before I start an MPP. Lots of carnage, my "ally" might get a city or 2, but might not be able to defend it, then I get it.

Tattila the Hun is offline Tattila the Hun
Prince
Tornio
Oct 2002
time: 07:37
  Old Post 13-08-2005 01:37
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#7 Report this post to a moderator
Get a bigger avatar today!

Well, as the AI seems to have a nasty habit of torching cities, this would be very bad...

Who else thinks that they should be able to take back a lost city without activating possible MPP's?

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