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Mercantile
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Westcoast of Canada
Dec 2000 time: 05:12
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When you play civ, if you get a free city, do you usually think it a sign of other civs or is it merely a free city?
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Do you wish to trade blows or goods? I offer both.
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Longfistking
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Springfield, Mo. USA
Sep 2000 time: 05:12
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To me, it's a sure sign that in four or five moves the barbs are going to show up and take it. So you have to send a unit all the way to that city to defend it, or rush build a unit. Mostly, though, I think they're just free cities, unless it's early in the game. The bad side of getting them, from my experience, is that they're usually halfway across the world and I need the trade route. The good side is that sometimes you get improvements in them you don't have to build--temples, markets, even a library if you're lucky. I've yet to come across a free city that has walls, though.
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Ribannah
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The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000 time: 06:12
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quote:

<font size=1>Originally posted by Ming on 09-18-2000 11:19 AM</font>
As pointed out, it's amazing how a free city ALWAYS seems to just miss the key special resources 
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My guess is that free cities are only possible in locations where the AI would build a city, ie the outcome is generated by the same algorithm that decides the go/no-go for AI settlers. This would imply that a 4-specials free city is not possible. Or maybe even hut locations themselves are already subject to this rule.
If the hut IS in a spot that could house a free city, explore the tiles around it first and you'll have a better chance to get it (instead of Barbarians, mostly).
In my experience hut-popping results are, in addition to by (a) location, also influenced by (b) the terrain of the square itself (no cities in forests etc), (c) the standings (if you are behind in population, the chance of getting a free city is larger) and (d) the outcome of the last hut you popped (chances are higher it will be the same).
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If you have no feet, don't walk on fire
[This message has been edited by Ribannah (edited September 19, 2000).]
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Mercantile
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Westcoast of Canada
Dec 2000 time: 05:12
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i agree that if you are behind in population you stand a higher chance of getting a free city or nomad. However this does't explain the free city from your first hut, which from what i have read seems to be huge in MP games.
Also, what is the deal with receiving three free cities in a row? i popped three huts in one turn on a river bed and got three free cities with only slightly overlapping radius's
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Novi Nomad
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Novi, MI, 48377
Jun 2000 time: 05:12
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In my opinion, free cities do mostly suck. There are always barbs nearby, and most of the time, they end up taking the undefended city the turn after I get it. They always miss the specials, and their locations are generally very poor. They tend to turn up far from the rest of my civ. The last few times I've gotten a free city, there have been too many citizens to support - I'd find a size four city from a hut, but there would be no grassland or food specials. So every turn I'd have to hear about the poor starving citizens in the lame city I didn't want in the first place. A wandering tribe is clearly way better to find, but I almost never seem to get them...
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BlackJack
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Yeah, it's amazing how that advanced civ is just one or two squares away from the prefect spot. Anyway, I disband it too and build another where I wish it had been. What gets hard is when it's got the bunch of improvements somebody mentioned - sell them or make do with the bad location? And I think even worse, you continue exploring and discover new units attached to the city you're in the process of disbanding - again, keep it and make do, hustle 'em back and disband, or just watch them disappear? ... Oh, well ....
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Chainsaw
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Ratingen, Germany
Apr 2000 time: 05:12
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BlackJack:
If the city´s location is OK for starting a colonization of the area you´ve found the city, sell everything you don´t need. (I often find size three cities with e.g. granary, temple and marketplace.)
Otherwise, sell everything. That way, you can by off that disbanding settler for that money and you even get a surplus.
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Longfistking
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Springfield, Mo. USA
Sep 2000 time: 05:12
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Beyond the chances of getting a free city in a hut, I've always wondered what the chances are of getting a more "developed" city. Sometimes it seems that early in the game you might get a city with a temple and marketplace, and later in the game--when you're hitting the last of the huts--you get one with more improvements. I think I've hit a couple--mind you, out of hundreds of games--where the city had a library or the city was building an aqueduct. I might be wrong about that. Has anybody gotten a lot of improvements in a free city, or strange combinations of improvements?
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Longfistking
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Springfield, Mo. USA
Sep 2000 time: 05:12
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Yeah SCG, I just read that topic thread you pointed out, thanks. I swear that later in the game--say when I'm into building airports and such--that I've run across a size 6 or 8 city with lots of improvements and a defender in it, at least once in a blue moon. Maybe it's the same programming in the game that causes the AI to keep up with you on techs and wonders. It doesn't happen enough in my games to test it out, but next time I find one I'll report it.
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Mercantile
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Westcoast of Canada
Dec 2000 time: 05:12
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is there a basis for cities with improvements? I have received cites with temples , markets and libraries. Never knew why or how, they must have been in awe of my glorious empire
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bpayne1
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St. Louis MO USA
Jul 1999 time: 05:12
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I've always kept the free City, producing Settlers until I have more than enough Cites to control the area. I can usually keep the city at size 2 or 3 while doing this, and then I just quick build the last two Settlers from that City disbanding it. With just a little cost every so often to build the settler at just the right time, you can populate a new continent in no time.
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Barington
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London UK
Aug 2000 time: 05:12
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I sometime send a diplomat on a ship to pick of these coast huts. If you get barbs the dip just jump back on the ship with the second turn.
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