 |
|
MPatton
|
|
Houston,TX
Mar 2003 time: 05:27
|
|
you know those cities that make 1 shield and 1 commerce?
|
|
|  |
 |
|
MPatton
|
|
Houston,TX
Mar 2003 time: 05:27
|
|
I basically actually do a little of everything except the last one. I basically try to achieve WLtKD and while I do that I forest clear forest clear. until I get a temple and an aqueduct then I just switch em to wealth and if they start producing and get the corruption under control then they are regular cities. I guess another option would be to send antiquated units and either A disband or B garrisson them there.
|
|
|  |
 |
|
Worthingtons
|
|
Pride Park,Derby
Jan 2002 time: 05:27
|
|
Well the forest trick no longer works, but what you can do is,. if you are need of making things there you can disband useless troops there, In my empires i dont to have these cities anyway unless they're sitting on a resource of some kind....
|
|
|  |
 |
|
Nor Me
|
|
If you have the luxuries for WLKD, wait for them to grow to size 6 and see what happens. Since it's always worth buying luxuries if you can, there are few strategic choices with this. Unless you have to rush a temple to do that, that is.
Very early on, I would try to build warriors and pop-rush settlers. For example, playing AU207 I got an advanced tribe close to the capital of the 3rd closest civ on a huge map. Minsk built 2 warriors, pop-rushed 19 shields on a spearman, immeadiately switched to a settler and was given to another civ when that was completed. This caused the 2 warriors and the settler to teleport to Moscow where they were actually useful. That's reasonable for 31 turns in a distant city.
Mid-game, I would make them a worker factory. They only need 1 square with 2 food to produce a worker every 10 turns. Even when you have enough workers to improve all the worked tiles and the military roads are all in place, you can still add workers to productive cities still under 6/12/20 pop.
Later I'd use whatever means necessary to get an adueduct, marketplace and even granaries and happiness improvements to draft as many conscripts as possible out of them. If there are no suicide missions available and you don't want to pay the upkeep, you're going to get at least 20 shields from disbanding them. Disbanding multiple conscripts railroaded in from hopeless cities for marketplaces, courthouses, etc. in recoverably corrupt cities can pay off.
|
|
|  |
 |
|
Dominae
|
|
Aeson and badams beat me to it:
Irrigation, Specialists, maybe Aqueducts if you've got the cash to spare.
Dominae
|
|
|  |
 |
|  |
 |
|  |
 |
|
Yahweh Sabaoth
|
 |
The Heavens
Dec 2002 time: 05:27
|
|
I think this "state planning" is already well represented in Civ... by cash and conscription. I do think that you should be able to spend cash under communism, in addition to killing your people (the real Soviets did operate, slightly, in the international monetary system).
Globalizers always want to shut down factories, etc., in third world countries... "far flung investments" is a term some use... because they are essentially "productive" but non-profitable, i.e., a drag on the international credit line.
In Civ, if you spend a lot of money on courthouses, police stations, and factories, you can make a city "work" but there's always a question of whether that city is worth the money you've put in to it.
The question helped, in a large part, bring down the Soviet Union.
|
|
|  |
 |
|
cumi
|
 |
Austria
Jul 2002 time: 06:27
|
|
quote: Originally posted by Arrian
So I pump money into far-flung cities, buying courthouses, marketplaces, aqueducts, policestations, factories, etc. You might be surprised at how much you can get out of those cities if you put in enough work (gold). It's not technically "worth it" in the sense that you will not recoup the money you spend, so it something to do while playing out a game you're clearly going to win. |
I agree totally. Factories, Solar-plants etc. And if I have some highly productive cities, I can build MA in 2 turns, I use them to feed these cities. I can make a kind of nice periferial cities from those non-productive ones. These cities can be helpful during the war. With the highly productive ones I build MA or MI in 2 turns, with the "periferial" cities I build Artilery or Missile or something not so so so important, but stil helpful.
Or, I can produce a culture on my far borders, witch will help me to get enemy cities using cultural flip. If I am leting those non-productive cities produce only 1 gold/per turn, I can easily loose them in the same way.
But of course, this cost a huge ammount of gold, disbanded units etc.
Simply, I can not watch a looser city in my empire...
|
|
|  |
 |
|  |
 |
|
Catt
|
 |
California - SF Bay Area
May 2002 time: 21:27
|
|
quote: Originally posted by badams52
Hmmm, I kind of wonder if were talking the same language here. Alexman can correct me if I'm wrong, but I believe there is a point where no matter how many improvements you make in a city, it will never get above the 95% corruption minimum. Of course, this will only apply to large empires but in these cities, I find it useless to try and get something useful out of them. 20 shields still leaves 19 in waste and 1 in production. 21-40 shields give you 2. And this is after courthouses, WLTKD, and a police station. Do you guys still try and make this kind of city productive? |
Only in rare circumstances, and then only for a variation of "UP" -- not for strategic in-game reasons.
Since WLTKD only affects waste (shields), and since I generally won't care about shields so far out on the fringes, if a courthouse and WLTKD doesn't show real waste reduction, I'll sell the courthouse and doom the city to the ranks of the "nonproducers" more often than not (in this example the WLTKD acts like a police station for waste). It is simply not cost effective to pay the upkeep on courthouses, police stations, marketplaces, banks, libraries, uni's, etc. if the city is only giving back a few uncorrupted gold per turn.
Catt 
|
|
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:27
|
|
Here is the save.
There are a bunch of cities "over there" that I've gotten to be reasonably productive. The ones closest to my continent, clearly. But even Karakorum, which is inland a bit, can muster a jet fighter in 4 turns.
There are also some that seem beyond help (the ones up near Egypt & in former Celtic lands, for instance).
And yes, clearly Rome is a commercial civ, and thus gets some more cities before hitting max corruption.
-Arrian
p.s. By the way, this may just be the most aesthetically pleasing empire I've ever created.
Attachment: newest rome.sav
This has been downloaded 1 time(s).
Last edited by Arrian on 08-04-2003 at 19:08
|
|
|  |
 |
|
Cruddy
|
|
Erm... what's a non-producers? If your empire is THAT big, it's time to switch to Communism... isn't it?
Sorry if I'm being lame...
Assuming you can't tolerate that, then build workers, rebuild them into other cities and draft them. A conscript mech infantry is worth 27 shields, wheras a pop rush citizen is only worth 20... strange.
|
|
|  |
 |
|
MPatton
|
|
Houston,TX
Mar 2003 time: 05:27
|
|
I like turning em into specialist. The question remains is how to get a aqueduct so you can get to a city size of 12. Getting a hospital is probably not worth it. The ones that have many mountains and hills are bad or other non food producing place. The nonproducers on grasslands are the most effective. Best to maximize food output and have specialist. When all done put on wealth and taxmen. My current civilization is make 200 from taxmen. And no city is friggin huge.
|
|
|  |
All times are GMT. The time now is 05:27. Apolyton Time is 00:27. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|