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Brainy
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Toronto, Ontario, Canada
Mar 2000 time: 05:12
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Hi all... I'm new to this board. But I was wondering if anybody has any good tips on stopping a diplo take-over. What my friend likes to do, is buy all my cities when we're both early in the game (before spies)using diplo's.
There's not much I can do because he doesn't care much about the qualitiy of his own cities or his research rate. All he does is steal and bribe the crap out of my civ. What can I do to stop this? Other than go into democracy. (Which is often too late, by then he's stolen 4-5 of my cities already)
Any help will be much appreciated!
Thanks!
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Who Dares. Wins
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Brainy
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Toronto, Ontario, Canada
Mar 2000 time: 05:12
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How does having 550 gold do anything? Does it mean that if I have 550 gold, it costs a lot more to bribe a city?
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Who Dares. Wins
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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I still say the best defense is to keep the diplos away from your cities. How? I guess a lot depends on where you build your cities. I play MP with a small few from work only now... what I do works well against them. I try and build my cities within low movement terrain (woods, hills, mountains). Keep a watch on the one or two roads leaving the city and diplos will have a hard time getting to them. Also, after having played Ming, Rah and Xin (their type), I've given up on the science path as far as happy wonders go. Chances are someone will have better land than me. Now, I go for the military techs and wonders. Catapults will destroy most anything (thats not fortified) until riflemen as long as it's not on a mountain. So a couple, maybe 3, vet catapults can protect a city very well. Coastal cities are another problem as far as keeping diplos out. But hey, who needs them. With all the vet ironclads floating around they dont last long anyway.
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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Remember that it only costs 50% of normal to bribe back a city you used to own.
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vik
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Colorado Springs, CO, USA
Jan 2000 time: 05:12
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let's say "BadGuy" bribes one of "Brainy"'s cities. You say if Brainy buys it back, it will be at 50% of the normal cost to bribe it.
Does that mean if BadGuy later tries to bribe that same city again, will it cost BadGuy 50% of what it would normally cost HIM, since he also previously owned it?
just curious. thanks
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Brainy
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Toronto, Ontario, Canada
Mar 2000 time: 05:12
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Thanks for the help guys... But honestly, there's something here that none of you have pointed out. And perhaps you guys can clarify...
If it cost me 50% of what it cost my opponent to buy. Would it be 50% of my cost for him to buy it a third time?
Also, I like to play the tech lead style of game, which means that I'm usually in the lead for tech. With inciting revolts, they get a tech when subverting my city. And that's what boils me up!
Also, coastal cities are particularly vulnerable. Land a few dips near a coastal city, boom it's gone. I have had an entire side of my country subverted this way which of course makes that ocean unprotected and cuts down my ship-making ability...
One final thing... will more dips in a city make it more expensive to subvert that city?
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Brainy
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Toronto, Ontario, Canada
Mar 2000 time: 05:12
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Thanks SG... But that link was a bad one, if you have the data yourself... Can you send it to me thru email?
I guess the real way to "incubate" a city is to try to surround the vulnerable terrain (ie. terrain that allows easy movement for dips and spies) with defensive units either stacked or in fortresses, until that city has courthouse, and is big enuff to be too expensive to bribe.
Another question... when we get into spies... how many should i fortify in one city to prevent or reasonably cut down probability of stealing/sabotaging?
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Brainy
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Toronto, Ontario, Canada
Mar 2000 time: 05:12
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Thanks a lot sten... that link seems to work.
All this talk about how to use dips and spies have revolved around the assumption that the opponent actually cares about how much it costs to bribe the cities.
Here's the scenario: The only person I play civ with is a friend on a lan. (In net play, games are too long and never get finished, so I've given up playing people I don't know on the net) He likes to go full military/expansionist route, giving little regard to research and improving the quality of his conquered cities. He steals all the techs he needs, either by bribing or stealing, or both (first stealing, then bribing the city thereby getting 2 techs)
The coastal cities are particularly vulnerable for reasons mentioned in previous posts. And until ironclads, there's little u can do to interdict triemes and caravels from unloading the dips right into the cities.
Now, I've taken the advice of all the posters here about making the cities as expensive as possible to incite, but that doesn't completely deter my rather unimaginative opponent. Has anyone been able to come up with a counter solution to this?
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Having a Diplomat is the best way! But other than that. build a courthouse and surround your city with units to kill the diplomat before he gets to the city.
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Webmaster---Come to the Civworld Forums
"If you cannot beat them, don't join them, instead corrupt them, make them join you, then throw them off a cliff."
"Greatness is measured by how evil you are, the more evil, the greater you become."
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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If the coastal cities are a problem, then don't build many, and maintain a naval patrol on those you do build. Democracy will keep you from losing cities, but not from losing techs. Remember that a city can lose a tech to a diplomat only once. The tech that is stolen by a diplomat is a random choice of what you have. It may be useless, and only serve to delay the tech your rival is researching. The 50% cost reductions apply to cities you originally built. You will win a war of bribery attrition eventually. I don't think there is a time limit on this.
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arii
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St-Louis MO USA
Jan 1970 time: 05:12
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I think bribing cities should be kept to playing the AI. AIs build up gold much faster than human, so is better at defending against it as human.
In games where bribing is allowed my defense is to grow my cities with WLTPD, keep a good amount of gold on hand (400-1000g) and bribe the cities back the turn after it was bribed. A size 5 city is almost impossible to bribe if you have at least 400g and it is not too far from your capitol. Bribing back a city the turn after is great. You can buy it for 25% the cost (revolt+your city) and even less since it will be far from the opponent capitol and the pop has decreased. I don't like to build courthouses because they are too expansive and slow down expanssion too much.
1 trick that can be used is to move your capitol close to the limit between to the 2 empires.
In games where bribing is allowed there is no need for armies which is ridiculous.
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