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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:17
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First, jump moving capitals. Looks like if you disband your capital, the capital will re-appear in your most populated city. So if you build or capture a city near another civ and use workers to add to the population then disband your capital (build a settler at size 2 while make food shortage by hiring all citizens as specialists), you move your capital for free -- save the need of a great leader (well, not exactly free since you lose a well established city but it should be a lot cheaper than spending 400 shields for the new capital). But remember don't build wonders in your first capital or you may lose them.
Second, ring city defense matrix. Build several cities to form a ring and put a city in the middle if it. Do not build defense units, only build attack and fast moving ones and place them in outside cities. LEAVE THE MIDDLE CITY UNPROTECTED. When an enemy or the barbarians try to attack you, they go for the middle city since it is not protected. When they by pass your outside ring, use your attacking units inside the outisde cities to attack them. Fast-moving attacking units have an advantage of retreating after losing a battle so they will likely to survive and stay in cities.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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Devious as ever, Xin Yu.
I bet Firaxis thought they had hobbled capital bouncing with the patch, and you found an even better way to do it (with the wonder caveat that you gave). Obviously especially useful if your capital site is poor (given the apparent need to found the capital right where you start, or very close by). So now that city can be a settler farm until you have a site you really want (or to put cultural pressure on a frontier), and then instant capital.
Two more things about it:
1. You lose some of the accrued-time culture benefit of your Palace (and any early facilities like a temple).
2. You can re-use the original site (of course).
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solo
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Lowell, MA USA
Jan 2001 time: 05:17
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Xin Yu,
Just what frame of mind are you in when you get these ideas! Can this be taught to others? There is always something uniquely brilliant and devious about many of the things I've seen you come up with. My favorite has got to be your idea in CivII of renaming all your cities with blank names to confuse opponents in MP! Aeson's "ping pong" thing really makes me smile, too. Gotta love it!
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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<>
That ain't lazy! Especially when still in "thread" form rather than "download" form. That's why I suggested breaking up the thread.
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Blaupanzer
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Fairfax, VA
Oct 2000 time: 00:17
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Build Forbidden Palace, near to the original capitol but more central. Then, make sure the target city for the Palace is at least two more in population than any other city. Then disband your capitol (which you have been using as a settler/worker farm. If in the ancient period, this works like a charm. I've done it recently (post 1.17f) in three games where the capitol was at one end of a continent or on a coast.
In the Middle Ages, the jump cannot be guaranteed solely by population. Then, using a leader makes more sense, if no wonders are available. (The Middle Ages start with several Wonder-building opportunities, then they peter out.)
For yucks, I tried to disband a city with two Wonders in it that my opponent was about to retake. I got the "too dangerous response with no option to proceed. This makes me suspect that cities with Wonders cannot be disbanded, although an example of one is obviously anecdotal.
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