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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:16
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OK, so you have noticed most towns in your magnificent empire produce exactly 1 shield and 1 trade because of waste and corruption, and you think you have a problem? Think again! If you manage these seemingly useless towns correctly, you will see you cannot have enough of them.
First rule: Do not invest! Do not waste a single gold coin on improvements or defense. Those towns do not need any public buildings, and if they are not your only home of a strategic resource, they do not need to be defended. They exist for one, and only one, purpose: To pay taxes!
First thing, make them produce a worker. Even with one shield, this will take them only 10 turns. Let the worker build irrigations. Forget about mines, roads and railroads, but build lots of irrigations. Food is never wasted, so your town will grow. Let it grow to size 7, if it has a river or lake adjacent, otherwise 6 will do.
As soon as optimum size is achieved, appoint as many tax collectors as possible without starvation resulting, usually 2 or 3. Put production on Wealth. This will result in:
1 shield converted to Wealth = 1 gold.
2 or 3 tax collectors collecting = 2 or 3 gold.
1 trade = 1 gold.
Which all adds up to: 4 or 5 gold without investment. Even better, if you have a stable government such as Monarchy or Communism, your size 6 town will support 2 free units, while a size 7 city will even support 4. This is why I advocate growing to size 7, where possible without an aquaeduct. 2 or 4 free units equal another 2 or 4 gold without any prior investment -a better deal you get nowhere.
Whiners may complain about waste and corruption. But I love those quiet places in the countryside, where nothing ever happens, except for gold coins being paid into my treasury. They pay for my rent, and keep my empire afloat.
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player1
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Belgrade, YU
Sep 2001 time: 06:16
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Interesting, I always thought that taxmen & scientists are weak in civ3.
I'll try this soon!
Last edited by player1 on 19-11-2001 at 04:25
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Beau
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This sounds like a really great idea. Thanks for sharing it. This post deserves 5 stars so others can see it.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:16
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I will frequently turn *all* of the citizens in a high corruption city into taxmen and let them starve... if you conquer a high pop city then it is way to hard to try to hold onto it culture-wise, I would rather drain money out of the city using taxmen and then turn the city into a worker, thereby disbanding the city.
I hate cultural subversion.
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Garrett
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cambridge
Nov 2001 time: 00:16
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A strategy I've used very effectively is to sell off high corruption cities to foriegn powers. Of course, you have to do so strategically. On one occasion I built a city right on the frontier between my republic and the chinese and then sold it off to the french for one tech and some gold per turn. The result was that I created a "buffer state" between myself and those pesky riders. The deal gave me the benefit of a "mutual protection pact" without the danger of being drawn into a war. The french capital was far enough away that I didn't have to worry about the city becoming devolped unless it was conquered.
On another occasion, I was playing the babylonians and my cultural borders put a city across a narrow channel in my sphere of influence. Over the course of the game the city revolted in my favor three times and three times I sold it off that round to another nation. Each time I made sure that the new owner was both distant and potentially belligerent to any neiboors on the other side of the sea. Within a few rounds tension over the city brought the powers to war each time.
Whenever you sell off a city, the fortifying units are transfered to your capital. This is a little bonus.
Cheers,
Reed
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KLIN-TONN
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Austin, TX
Nov 2001 time: 05:16
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this is very clever and well thought out. The only snag I see is that most cities I've had serious corruption problems with were captured cities, bordering unfriendly neighbors. A captured city immediately reverts back to zero culture, of course, and if they don't expand before too long, they're doomed. Rush building a temple after a couple turns, therefore, may prove ultimately useful - even though it requires a little investment.
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surazal
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There is one item I do have to disagree with on the "corrupt cities" suggestion... but just one... otherwise it's great advice!
There are some investments that are worth doing in a corrupt city. Namely, anything that has anything to do with adding culture to your overall score. I always go for the temples, libraries, universities, etc when the dough becomes available because then you gain a competitive edge over your opponents in the culture department. Not only that it makes the map look prettier to see your claimed land fill up the gaps between cities (due to expanding culture influence).
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Rainbowmage
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Florida
May 2001 time: 00:16
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Keep in mind - the Courthouse. As I understand it (and as I've seen so far) it:
a) reduces corruption in the city, and
b) reduces the chance that city will revolt.
(This is out of the documentation).
Now, with crappy cities captured 2 continents away, etc, etc, the kind where nothing you can do will get it above 1 shield production, a) won't help. But I tell you - sure, milk the city for workers and put it on wealth, but RUSH BUILD the TEMPLE and COURTHOUSE. *Then* you can leave it alone. It generates culture, expands its borders a little, and has a greatly reduced chance to revolt.
This is a really good thread, and I just had to respond. 
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Green Giant
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I find the best way to combat corruption is to choose a commercial civ. I rarely have any problems and when I do I can build a forbidden palace reasonably quickly in a city closer to my capitol.
I think CT hit what Firaxis was aiming for right on the head. Its too bad very few people seem to understand it and get frustrated. Cities close to your capitol are for producing, while the small far away cities are better for money and getting territory for resources. I think its a good thing, apparently noone else thinks so.
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conquistadore
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Great idea about milking crappy cities for taxes. But, Rainbowmage, i wonder why should we waste money on courthouses at all. For 1-shield city, i've never seen a courthouse improve anything. As for reducing the chances that the city will revolt, i dont know about that....
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conquistadore
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quote: Originally posted by player1
I had 1 shield cities witch later gave 5 shields with Corth. & WLTKD. |
REally? i must try it once more. Pardon my ignorance, but what in the world is WLTKD??
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Gamer at heart
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Sherbrooke, Quebec, Can.
Nov 2001 time: 00:16
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WLTKD = We Love The King Day
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LotC
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Canada
Nov 2001 time: 21:16
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quote: My first victory was by mistake. I was elected to the united nations. I didn't think the other Civs like me that much after I had taken chunks of their cities and took every trade to its max. |
Don't lose the UN vote. I made the mistake of calling a vote just after I had attacked every other nation in the world, not realizing that a lost UN vote=lost game. I would have gone back to the previous turn if it didn't involve moving 150+ modern armour all over again.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:16
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Besides the corruption-inducing problem that these 'useless' cities have, I also see severe problems with happiness and reversion.
Without any luxury from commerce, garrison nor temple you'll be hard-pressed to keep civil disorder at bay.
I play at Deity, and size 2 w/o modifiers = 1 unhappy dude. So these cities will only be feasible if connected to your luxury resources by road (= free). Do you have 5 luxuries usually? Because I seldom do, barring dependance on trading partners...
Now, without library nor temple, these 0 culture cities are prime reversion-candidates. Not to mention the iffy-ness of having undefended cities at any point in the game...
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jan3
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strange when i capture a city and try to sell it to the ai they allways refuse
maybe because they are at peace with the former owner or is my game installation corrupt??
quote: Originally posted by Garrett
A strategy I've used very effectively is to sell off high corruption cities to foriegn powers. Of course, you have to do so strategically. On one occasion I built a city right on the frontier between my republic and the chinese and then sold it off to the french for one tech and some gold per turn. The result was that I created a "buffer state" between myself and those pesky riders. The deal gave me the benefit of a "mutual protection pact" without the danger of being drawn into a war. The french capital was far enough away that I didn't have to worry about the city becoming devolped unless it was conquered.
On another occasion, I was playing the babylonians and my cultural borders put a city across a narrow channel in my sphere of influence. Over the course of the game the city revolted in my favor three times and three times I sold it off that round to another nation. Each time I made sure that the new owner was both distant and potentially belligerent to any neiboors on the other side of the sea. Within a few rounds tension over the city brought the powers to war each time.
Whenever you sell off a city, the fortifying units are transfered to your capital. This is a little bonus.
Cheers,
Reed |
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adaMada
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"The Iron" Stadium, Ubergorsk, Apolytonia (C3DG)
Mar 2000 time: 00:16
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quote: Originally posted by jan3
strange when i capture a city and try to sell it to the ai they allways refuse
maybe because they are at peace with the former owner or is my game installation corrupt??
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No... I think it's a bug in the game (might have been fixed in 1.16f, not sure). Offer them the city, and then ask them to offer you something in return -- without fail, they'll offer their heads, tails, and butts for it. However, if you change the deal at all, and then bring it back to the original deal, they're 'offended'. Anyway, it's a bug, just not sure if it'll be fixed or not, and I'm not sure if this is exactly how it works (haven't played with it much)...
Hope this helps!
-- adaMada
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