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#1 |
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Chieftain
Join Date: May 2009
Posts: 9
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City Liberate Bug(from civclub)
Someone found that captured cities can be liberated during the war and then be captured again and so on.This process will greatly increase the AI attitute to human player(about +2 per time).
So we can building a city in a bad position,give it to an AI as a gift.And then declare war against the AI.Capture the city,liberate it,capture it,liberate it and so on.Then we will find that even at war,the relationship is friendly... There is something worth paying attention while using this strategy.First,AI culture must be generated before it is captured to ensure we can liberate it.Second,first cupture must be after city pop grow to 2.And there is also some details need to be concerned. I think this bug should be fixed.Liberate City should be forbidden during the war. |
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#3 |
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Godless killing machine
Join Date: Jul 2009
Posts: 475
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This isn't a bug. The AI is just doing what it wants to do... that' s not the player's fault...
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#4 |
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The Civ Heretic
Join Date: Dec 2003
Location: Seattle
Posts: 938
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Something about this doesn't sound right.
The only way you can make this useful is if you capture 2 cities, and then liberate them after war. Bcz then you'd have the +4 "you liberated our cities" and the -3 "you declared war on us" for a net profit of +1. You can't liberate cities during war: they could simply be gifted and the AI would view this as a concession by the human as losing the war. To make this worthwhile, you'd have to repeat this multiple times. The greater benefit might simply be the xp gained. Or rather, simply keeping the cities might provide greater benefit. I don't think of this as a cheat though. England sorta did this to France multiple times, and they're "friends" today.
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For myself, if I end up conquering the world, it's not because I sought it or desired it, but rather, against even my own wishes it simply became my destiny. -5.62,-3.44 |
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#5 |
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Emperor
Join Date: Sep 2007
Posts: 1,415
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I noticed that the AI is very sloppy about defending a city you liberated. I could see abuse of this bug via these steps:
1) Settle a city near an AI you want to befriend. 2) Grow the city to at least size 2. 3) When that AI goes to war, gift that city to them. 4) Move out of the city, leaving it undefended. 5) When that city gets captured, retake it and liberate it. Repeat steps 4 and 5 as necessary. In my last game I was playing on Earth as Rome and I had a friendly Greece nearby. He lost one of his cities to barbs 3 times, each time I waltzed in with my Praets and easily took it back, liberating the city back to Greece each time. Yet Greece kept leaving their city undefended, regardless if I moved my Praetorians away or not. In my case, I didn't even need to bother with the whole settler part. I just simply threw CR2 Praets at Horse Archers that were trying to defend the Greek city....when they were trying to defend the Greek city. Sometimes they left it completely abandoned, and Greece STILL didn't take it back. Silly AIs. |
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#6 |
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Emperor
Join Date: Sep 2005
Location: the Netherlands
Posts: 1,140
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The fist symbol in the domestic advisor window? Just guessing.
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#7 |
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Chieftain
Join Date: May 2009
Posts: 9
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#8 | |
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Chieftain
Join Date: May 2009
Posts: 9
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Quote:
The bug means we can liberate cities during the war through the domestic window. |
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#9 |
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Repair Guy
![]() ![]() Join Date: Dec 2005
Location: Baden-Württemberg, Germany
Posts: 13,175
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is this in civ4 or civrev (you posted it in both forums)?
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#10 |
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Chieftain
Join Date: May 2009
Posts: 9
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#11 |
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Repair Guy
![]() ![]() Join Date: Dec 2005
Location: Baden-Württemberg, Germany
Posts: 13,175
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Moderator Action: duplicate thread deleted and this one moved to Civ4 Bug Reports
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#12 |
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Emperor
Join Date: Jul 2009
Posts: 1,825
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one can liberate w/ strategy pop ups as well(if i remember correctly)
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#13 | |
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Deity
Join Date: Dec 2005
Location: Planet Earth
Posts: 6,070
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Quote:
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Btw your worker management is horrible, you'd do better automating them. -- DaveMcW |
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