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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:18
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quote: Originally posted by Whoha
pangea, or have you edited the building giving wonders to give to all cities? |
Assuming you're responding to me, it's actually the Tourney 3 game. (I didn't start playing tourneys until the fifth, which I abandoned due to a game bug, and after playing the sixth, I started working my way backward.) The map is continents, but it ended up with one huge one that I and five other nations started on and some smaller land masses that Rome and Japan started among. I now own the whole supercontinent but have only two cities not on my continent - Oxford, captured from the English, and a Chinese city gained in peace negotiations. (And I haven't razed a single city all game. I think I only had one culture flip go against me prior to the Chinese war, but I'm not positive.)
What's really idiotic is that after giving me one of its only two remaining cities in peace negotiations - on the same island with its other one, no less - China went right back to war with me just a couple turns or so later because their mutual protection partner Japan and I were still fighting. I now have three elite modern armor units parked right outside China's last city (thanks in no small part to a rush-built airport), so that nation shouldn't be a problem much longer. Of course now I'm at peace with Japan and I'll probably find myself back at war with them when I take out China. 
Nathan
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:18
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To raze or not to raze...
Well, we are discussing industrial age warfare here, with a 3-move UU. There are two very important factors that have been mentioned, but only briefly:
1) Your culture vs. theirs
2) Enemy culture borders next to a capture city.
#1 is simple. Is your culture better? If so, how much? If not... raze 'n rebuilt. I normally have double the culture of my closest AI rival, which helps.
#2 is also simple, with Panzers. Leave a token garrison (a couple of infantry and any Panzers that require healing) and charge onward. Once there are no squares w/in a captured city's 21 radius that are in the enemy's cultural borders, the chances of a flip are much lower.
Also, unless there is something there you want (active wonder), raze the capitol. That's their #1 culture city, usually, and also it will cause a palace jump, generally away from your advance.
Starve captured cities. Make every non-resistor an entertainer. Starve them to size 1. Rushbuy a temple & library in each. In core cities, also rush a university (I'd say cathedral, but you're scientific, not religious, so I think Uni's are cheaper for you) asap.
Do not waste Panzers as garrison units. The faster you destroy the enemy, the less time you have to deal with this whole issue. Panzers are blitz units, perfect for munching through empires quickly. Use them as such.
-Arrian
p.s. By the way, this issue is the major reason I enjoy mid to late game conquests as the Babylonians (at least before the AI whip/draft under 1.17). You can trip, fall, and have the best culture in the world as Babylon. Also, rushing temple, library, cathedral and university in captured cities is pretty cheap for the Babs. Culture is a key element to warfare in CivIII. Hell, I've had towns I was having serious trouble attacking flip to me during war.
Last edited by Arrian on 23-03-2002 at 00:22
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:18
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quote: Originally posted by Whoha
I like to leave them outside the city because they can still protect the city against attack from there, and with the no culture rush buying the cities that are 3 deep in culture are problematic for cav/pansers/armor. |
Three deep in culture is only a problem if the entire depth is actually available to the city. Often, a city with a 3-deep or even deeper theoretical radius only has a 2-deep or even 1-deep practical radius in some places before its borders stop at another city, and 3-deep cities are always only two deep along direct diagonals. The real key is whether, if the city flips, the combination of other city borders and terrain will allow units to retake it immediately without being parked next to it.
(This brings up a related thought, which I'll post in a separate thread titled "Blitzing vs. razing".)
As for protecting cities, most of the time, I'd rather use my strike units to attack the next city down the line than to sit outside a city defending it. I suppose there are probably exceptions if I'm trying to fight without as strong a force as I prefer, but in general, garrison duty and defense are left to slow movers and the injured.
Nathan
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