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Aeson
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orangesoda
Nov 2001 time: 22:20
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Recycling is one of those dead end techs that doesn't offer that much seemingly. Recycling centers can't completely wipe out pollution, and the bad pollution is population based anyways. So why spend the research here?
One answer is that Recycling is a very powerful conquest tool, especially on higher difficulty levels were your culture might be lacking. To quell resistance in a size 20-30 city of a civ with more culture than you is a very hazardous undertaking. This is where Recycling comes in.
After you have Recycling, every sold improvement gives back shields as well. These high danger culture cities will invariably have plenty of improvements left after you capture them. Use the shields from improvements to rush settlers even while in resistance. As long as the production box is full the settler will still be produced on the next turn.
Since cities never flip on the first turn, this makes it easy to keep hold of your new territory. Move the Settler to the tile towards enemy territory while the captured city is still there, then disband the captured city (sell off the rest of the improvements first) and build your new city in enemy territory, pushing their borders further back. Now your Tanks/Modern Armor are one tile closer to the next city than they would have been otherwise. And your new city will be culture free, with no resistance, greatly decreasing the chance that it will flip back.
Your Armies are now free to continue the conquest, instead of stuck trying to repress an uprising. It's almost as effective as a ROP violation, but without the reputation cost.
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sugar daddy
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only joking.
for the record : I love everybody at Firaxis for giving us this marvellous game they call Civ3; destroyer of boredom, social life and relationships.
now if you'll excuse me I'll go away...
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The Thing
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How do u disband a city fast? Just starving the population takes a lot of time.
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Fitz
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& Anarchist
Mar 2000 time: 21:20
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quote: Originally posted by Aeson
I've never had a city flip on the first turn. It may not be 100% reliable, but if it isn't, it's very very close to it. |
Pretty sure I have lots of times, since 1.21f too. So I would say it is considerably less than 100%.
Do you typically have a very large total civ culture compared to your enemies? IF so, you would rarely see flips period, so the odds of it happenening on the first turn would be low too. In addition, if you typically keep lots of troops in a newly captured city (to heal for example) and then move them out later (ie when they are healed) then you'll aslo see more chance of a flip.
Lets do a quick rough flip chance estimate (very rough, just for an idea). Both assume you leave 5 troops inside to heal, and the first assumes you have double the enemy culture, the second triple. Four times closer to the enemy capitol, 30 citizens, 9 squares in enemy territory (ie 3 sides of the fat Xs outer portions) Citizens in resistance (I'll guess 15 until you geive me a realistic number). More enemy culture that yours. No WLTKD or Disorder.
Chance of flip #1: ((15+15*2+9)*2*1*1/2 - 5)/500 = 10.8%
Chance of flip #2: ((15+15*2+9)*2*1*1/3 - 5)/500 = 6.2%
If those numbers look reasonable, maybe yer right, maybe yer rong about a first turn flip. IIRC you are a pretty heavy conquer, so I can assume that you would be in this situation more than 10 times per late game, and certainly you would probably have noticed that first turn flip after ten games.
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heidlejohn
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Can a city flip while it is still in resistance? The first turn the city is almost always in resistance and may be in resistance for a few more turns after that. I don't have any specific information but maybe cities will NOT flip while they are in resistance.
Anyone know?
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Purple
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Austin, TX, US
Apr 1999 time: 23:20
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quote: Originally posted by Aeson
Move the Settler to the tile towards enemy territory while the captured city is still there, then disband the captured city (sell off the rest of the improvements first) and build your new city in enemy territory, pushing their borders further back. |
The only flaw in this scheme (a good one, BTW) is that when the captured city (CC) disappears, the enemy's cultural borders usually expand in the direction of that city. So, you can't always build a new city in the place you desire.
However, you can anticipate this to a certain extent by growing a new city at the same time you starve the CC, providing you can find a suitable site at least two tiles away.
As for competing with other civs from newly "cleansed" territory, the resultant jumble of cities makes easy pickings on the edge of your empire, as they are probably hard for the other civ to supply.
This raze-and-rebuild strategy is especially attractive, since the AI doesn't seem to build in optimal locations, so a little rearranging is definitely desirable.
Thanks for the nugget about Recycling increasing yield from sold improvements!
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