I'm not certain I understand you. When you say, "EDIT: Culture from another City going into the City doesn't seem to matter" are you that it's the sum of all alive AIs' city culture in that city?
Let's say that we have City A as our City that we want to raze, and City B that puts cultural pressure on City A.
For example, City B is Trumpster and City A is a City that is settled 3 squares away from Trumpster.
If we put 3 Culture into City A, gift the City to an AI, end the turn a bunch (so that Trumpster is putting Culture on the City A City Centre square), we will be able to raze City A upon recapture once there is a total of 10 Culture in the City from all currently-alive AIs, regardless of the fact that Trumpster would have been putting Culture on the square itself.
Dhoom, the point about drafting from KK's cities is not about getting 10% in there. It's about killing him off or not. If we don't plan to draft, we don't need to kill him off, so that we can re-capture any of his cities and raze them as long as KK is still alive, assuming his city culture still counts.
Thanks for clarifying your line of thinking.
LowtherCastle said:
I'm all ears, genius. What's your explanation for KK's perpetual need to re-build his nets? I'm a newb and haven't see that before.
Do you have evidence that Kublai has kept rebuilding his fishing nets? If yes, that changes things.
I thought we said that we'd wait to see whether Kublai's Clam got Pillaged. I confirmed that a Sub and an Attack Sub, unlike a Caravel, can both pillage seafood Resources.
If our only current evidence is that Kublai has an extra Work Boat, then it could simply be a BtS exploration Work Boat.
I think that Subs would be a neat challenge if both islands have a Coal Resource on them, but it wouldn't seem like a fair challenge for Sid's Sushi. That's not a fair problem since it's not something that's predictable or likely to be discovered until too late, so I would be angered if Subs existed in the Kublai sea, as it would make Sid's Sushi games non competitive without any fair amount of warning (it would have beeen a lot fairer if the game description mentioned them or if, near our starting area, we had a 3rd City location with a Clam Resource that would keep getting mysteriously pillaged). Even that scenario would be a bit unfair unless there were NO other good City-settling locations, as some teams might still decide to ignore such a seafood Resource and settle elsewhere (such as by a far away Gold Resource or a far away Stone Resource).