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Catt
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California - SF Bay Area
May 2002 time: 21:28
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Abandoning a city is the same as razing it for attitude purposes provided that more than 50% of the citizens are not your nation's nationality. So if you capture a foreign city (full of foreign citizens) and choose to install a governor and then abandon the city, you take the same hit as you would if you had just razed the city on conquest. Note that this provides for some curious outcomes -- if the Russians capture an Indian city from your ally India, and you subsequently capture the city from Russia and then abandon it, you will take an attitude hit associated with razing an Indian city! Your ally India will probably experience an "attitude adjustment."
With that in mind, my approach to razing versus abandoning is as follows:
1. I hardly ever raze cities, but that's just my playstyle 
2. If I have decided to "raze" then I must also decide whether to raze or abandon. Razing nets me slave workers, but also collapses the cultural border. Abandoning generates no workers, but allows me to sell off any improvements for a few gold, and also preserves cultural ownership of tiles until the city is abandoned. I'll generally take the slaves (and thus raze) unless I need to preserve the cultural radius -- i.e., if striking deep into enemy territory with fast-movers (cavalry or MA, for example) the cultural control may very well prolong my blitz by allowing me to take advantage of increased movement on "my" tiles (the new 9-tile city radius) and their underlying improvements such as roads or RRs. Where such cultural control permits the conquest of an additional chain of cities, I'd be inclined to install governors, use the cultural radius to advance until my offensive is exhausted, and then at the end of the turn go back and abandon all the newly conquered cities -- that way, the profound cultural influence of an AI's core cities won't expand into the "free" tiles created through my razing and deny me enough movement to reach the next goal. Using this technique, I can often take out a good chunk of a civ if I have reached the stage of MA without having won (or lost!) the game.
A bit wordy, but I hope I got my point across.
On the "building slaves and settlers" point - workers built from other citizens will be slaves, and you won't pay upkeep (and they'll work half as fast).
Catt 
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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:28
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One per two or three.
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Kirby
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What is meant by "abandoning a city"?
Do you mean just leave it empty or disbanding with a settlers/workers?
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Don Giovanni
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I give cities away as gifts to unpriviledged civs or allies sometimes to avoid razing them - just make sure you have an ROP and your enemy doesn't. They get one defender for free too, and your wounded units can be brought home safely to your capital. I take them back later, of course 
Last edited by Don Giovanni on 14-05-2003 at 19:07
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Cruddy
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I only raise if I can't garrison enough to prevent it flipping back. Sometimes I will move all units out to retake if it does flip.
But razing is the last option for me - it loses you potential citizens and as already described, collapses the cultural border which can leave you wide open for a counterattack.
Attacking a size 1 city is not an option for me. I build up the enemy, then knock 'em down. Attacking a civ that is in despotism early on has a similar impact (because they will pop rush spearmen and reduce the population to 1).
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Kirby
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When you abandon a city do you get workers/settlers from it?
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Cruddy
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I don't know. Only time I tried to abandon a city the game crash - which makes me unhappy about trying again!
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Cruddy
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BRILLIANT TIP THIS! Just read it on CF, to be honest, but it's so good I had to share it with those who don't know. Credit to Jack Merchant.
When you install a new governor in a city with resistors, IMMEDIETELY set that governor to maintaining happiness.
As the resistors stop resisting, they're either put back to work or set as entertainers (usually the latter).
This means no civil disorder in that city - and it won't flip unless a nearby enemy city's culture border expands.
Pretty good huh? I KNEW those governors were good for something.
Last edited by Cruddy on 15-05-2003 at 07:41
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Cruddy
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*** Please Delete, repeat post ***
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Don Giovanni
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quote: Originally posted by Cruddy
it won't flip unless a nearby enemy city's culture border expands.
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Are you sure about this ? I think I have experienced several flips, where this wasn't the case, but I could be wrong !?
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lmtoops
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Dallas, Texas
Mar 2002 time: 23:28
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In high level games, it's much better to keep the city and give it to another civilization. In some instances, the other civs will trade for the new city. But most of the time, the city is gifted.
If you use the gift strategically, there are some very good effects. First off, your relationship will be greatly improved, which is great for the AI civs that are stronger than you.
Second, you can make your borders multicultural. Some of the civs are close friends and the common border can be relatively defenseless. Forces can be concentrated on your true enemy border.
Third, if the AI civ is far away, the city will never be strong. Which means it may flip culturally. In case of war, they are easy to capture, if you capture a few of the weak cities the AI is much more willing to talk peace.
Two more things, which I believe to be true. Units that are in the gifted city are automatically returned to your capital (or nearest city??). I know this happens in the latest version.
I've not seen any unhappiness, when gifting the city. This may be because none of the citizens are my nationality; I'm not sure. Of the conquered civ is unhappy, but your already at war.
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