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#1 |
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King
Join Date: Sep 2010
Location: UK
Posts: 749
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Anyone else tired of razing enemy cities?
Anyone else tired of this? I find that razing an enemy city is almost always the best option. It's a bummer. There's no fun in taking other people's stuff by force if then you don't get to play with it! It is for this exact reason that puppet states are no fun. At first I thought they'd be great....probably because I assumed that they'd be like vassals. You know, independent states in theory being controlled behind the scenes by my government. To make puppet cities "yours" (i.e. they are part of your Civ) but give you no control over them is simply no fun. Go back to Soren's motto that players like to be able to control things and when things are placed out of a player's control they become less fun!*
I know we've known about this stuff for ages and have talked about it fo a while but it has been bugging me more and more recently. Heck, not only is it (somewhat) counter-productive to wage a war of conquest I can't even wage a war of liberation because you can only liberate ONE city from a conquered Civ! In my most recent game Japan had conquered all of the US except for Washington DC. I went in in the hopes of liberating the uS from evil Japanese imperialist control.....but you can't. It's literally not even an option. OK, sure you can take the city and trade it to the US (as I did) but the Civ you're liberating sure won't love you for it or anything! War is supposed to be the main attaction of this installation....can't they at least make it rewarding and flexible? * He was talking about the spread of religion but it is true here as well, I think. |
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#2 |
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Prince
Join Date: May 2004
Posts: 382
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I am. I just raze raze raze. Sometimes, I keep a city, annex it, build a few settlers... then raze.
Haven't played with new patch yet, so I'm hoping Puppetting cities is viable with the changes. But still, I think I'll stick to the razing until they have balance the requirements for the courthouse (maintenance and time to build) |
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#3 |
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Chieftain
Join Date: Oct 2010
Posts: 92
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Agreed. I think it's quite odd that a civilization game actually incentivizes genocide by providing it as the best option during a military campaign.
Edit: I've been criticized in the past for calling this genocide. But really, what else would you call the real world equivalent of this behavior? Last edited by masterminded; Oct 22, 2010 at 05:53 PM. |
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#4 |
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Emperor
Join Date: Dec 2009
Posts: 1,058
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Agreed.
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#5 | |
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Chieftain
Join Date: Jun 2008
Posts: 38
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Quote:
It would be much more rewarding (and convenient) if you were given the option of liberating at the point you take over the city. Why, if you return one worker, are we taken to the diplomacy screen where the leader thanks you, but liberate an entire city and ... nothing. You probably would get some snarky comment about being an aggressor! I'm getting a bit off topic now, but I also wish you could: (1) connect a declaration of war with protection of a city state so you don't "lose face" for declaring war on another civ who attacks one of your city states. ie, when the Civ pops up and says "sorry about attacking your allied city state" you should be given the option of threatening war unless they withdraw, rather than the somewhat meaningless "you'll pay for this". If they don't back down, war is declared, but you should suffer less of a diplomatic penalty than just an unprovoked declaration. (2) gift units to civs like you can to city states. As it is now, you have to actually transport them to the civ's territory and then gift them once the unit is standing on the territory. If you do not have open borders, you just cannot do it. So you cannot wage wars of proxy by gifting units to a weaker civ under attack from a stronger one (if the weaker civ has no open borders with you). I would think that a civ that was "out to win for itself" would willingly accept materiel, even if relations had been cold. The thing I really like about giving to the city states is that you do not have to go through the tedium of manually moving the unit to the city state. Just my two cents...
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#6 | |
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King
Join Date: Sep 2010
Location: UK
Posts: 749
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Quote:
If you disagree with that idea, remember.... OUR WORDS ARE BACKED WITH NUCLEAR ARMS!!!!
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#7 | |
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Chieftain
Join Date: Jun 2008
Posts: 38
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Quote:
I wish that the UN was an actual peace-keeping body too... |
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#8 |
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Clown Prince of Wallachia
Join Date: Jan 2003
Posts: 371
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I turned off city razing for my current game. It was too easy for the AI to bulldoze through a weaker civ and then breed their own cities on the ruins of the old.
__________________
Rolly-poly fishheads are never seen drinking cappucino in Italian restaurants with oriental women....yeah. |
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#9 |
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Deity
Join Date: Feb 2005
Posts: 2,302
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jjkrause84:
Generally speaking, I don't raze cities. This is because, like you, I like to keep the cities I conquer. I have not found it to be prohibitive to keep annexed cities. Liberating Civs generally makes them quite friendly to me, giving me favorable trades and giving me open borders and what not. They even vote for me on the UN. I'm not sure why every AI in your game hates you so much.
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If my post offends you, for the love of God, ignore it! |
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#10 | |
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Warlord
Join Date: Aug 2005
Posts: 210
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Quote:
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#11 |
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Chieftain
Join Date: Oct 2010
Posts: 90
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Hardly ever raze now.. Just puppet then annex it later.. I tend to find I have just wasted time Razing and have to settle the area anyway..
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#12 |
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King
Join Date: Sep 2010
Location: UK
Posts: 749
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To be fair the razing thing is partially a personal problem as I LOVE collecting SPs so every city that I add is a detriment to my overall aspirations.
That said it does take a very long time for captured cities to 'turn around' which is a little frustrating. Roxlimn: When I want to liberate Civs I don't want to liberate a single city.....I want to liberate an entire nation! Otherwise, though yes....that one city empire is generally pretty friendly to me (votes for me for the UN, etc.) |
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#13 |
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Warlord
Join Date: Aug 2005
Posts: 210
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The new patch took care of the problem of puppets building barracks and other military buildings, so there is no real detriment to just leaving them as puppets throughout the game.
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#14 |
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King
Join Date: Sep 2010
Location: UK
Posts: 749
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No detriment but no enjoyment either. I want to CONTROL MY EMPIRE! That's the whole foundation of the game, is it not?
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#15 |
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Deity
Join Date: Mar 2002
Posts: 3,262
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get'n cash
look'n at someth'n perty and raze'n cities of these i never tire the evidence is clear- City Razer in the Moebius Loop Eternal |
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#16 |
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Prince
Join Date: Aug 2009
Location: Switzerland
Posts: 451
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The new puppeting system may make puppeting easier, but annexing is still a chore. The courthouse is the problem here. The upkeep is too prohibitive, and the build times are atrocious. For me, it creates a new system of puppet forever or just raze and get it done with. I especially do the later if the city is a production powerhouse or is strategically important militarily.
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#17 | |
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Deity
Join Date: Jun 2006
Location: London
Posts: 2,213
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Quote:
I often puppet and see how the city behaves. If it builds a monument and then a colosseum (even if this takes 30 turns) then it is probably worth keeping for a long time if you keep it small. A puppet controls the tiles it originally had (including those the AI purchased with gold) and then usually builds another monument and starts with your culture reset to 20 for a new hex. So 25 turns after the monument is built you get 2 new tiles under control, not a big factor but not useless either. If you raze and replace you can lose control of a lot of tiles including those with luxuries in the 2nd and 3rd ring. It costs a lot of gold to buy those back or a long time for culture to get them. In one of my first games I puppeted a city and it grew to size 13 It built a university and an observatory and was bashing out loads of science and then suddenly as I was trying hard to generate another GP to continue the golden age I needed to build the Apollo program and space factories it popped out a GS. I was pleased
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It's the economy, stupid 1992 Clinton campaign |
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#18 |
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Deity
Join Date: Feb 2005
Posts: 2,302
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jjkrause84:
I have liberated entire Civs. They generally stay friendly, as long as you keep their nearest cities away from your own borders. If they grow large, they generally then behave as they normally would. LegioCorvus: The upkeep is nothing that's prohibitive. It can seem steep, but sustainable if your Civ is twice the size of any normal Civ. If anything, I think it's the documentation that's keeping people from actually trying annexation and just concluding preemptively that it can't be done. It can.
__________________
If my post offends you, for the love of God, ignore it! |
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#19 |
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King
Join Date: Sep 2010
Location: UK
Posts: 749
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#20 |
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Deity
Join Date: Feb 2005
Posts: 2,302
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jjkrause84:
Aside from a purely interface difference where you can't feel good about pressing a "liberate" button, what's the big deal? The AIs are generally good about appreciating gifts, I notice, even more so when you gift them their old cities back.
__________________
If my post offends you, for the love of God, ignore it! |
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