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#1 |
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Chieftain
Join Date: Jun 2003
Posts: 71
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I just found out I can transform terrain under a city.
And all this time I've been deconstructing and rebuilding captured cities.
![]() Edit: Because I only build cities on hills and mountains. |
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#2 |
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The Quiet Moderator
![]() Join Date: Jun 2001
Location: Southern CA, USA
Posts: 9,322
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Yep.
You can also clear a forest to a plains after building a city on it. Are you mining the hills and mountains for your cities? |
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#3 |
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Lost One
Join Date: Sep 2003
Location: SC
Posts: 670
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Re: I just found out I can transform terrain under a city.
[QUOTE]Originally posted by HughMungus
Because I only build cities on hills and mountains. [/QUOTE Is that for defensive reasons? |
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#4 |
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Complete Bastard!
Join Date: Jan 2002
Location: Northern Ireland
Posts: 2,999
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Yes and if you build a mine there then your city gets extra production.
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#5 |
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Orange Cycloptic Blob
Join Date: Apr 2002
Location: Where you wish to be!
Posts: 3,390
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Hill cities can be okay sometimes, but it's be too much settler work to do it with all cities I think...
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#6 |
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Prince
Join Date: Apr 2003
Posts: 505
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...Not to mention the lack of trade and low food production.
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#7 |
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Emperor
Join Date: Feb 2002
Location: Vienna, VA, USA
Posts: 1,168
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I'm sure that someone has looked at the "citification" benefits and posted them, but I haven't looked.
Mining a city site and then building a city there "gains" a food sheaf (two food & three shields as opposed to one food sheaf & three shields with Monarchy/Republic); building a city on an unshielded grass gains a shield; building on a plains or shielded grass gains "nothing". (Of course, there is an opportunity cost of time in using these spaces, so I haven't looked at tundra, desert or other "low value" spaces too much.) Most important in my mind are the associated spaces where the citizens will be (like a four special sweet spot) -- so if a hill or mountain is in the middle, I'll plop two settlers there (first to mine second to settle). Later in the game I'll send an engineer back to transform the mined mountain to a mined hill.
__________________
Those with lower expectations face fewer disappointments. |
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#8 |
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Deity
Join Date: Aug 2002
Location: Phila PA
Posts: 2,272
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DaveV's "ICS Strategy Guide" has a nice chart on that:
http://www.cms.livjm.ac.uk/wittgenst...s_strategy.htm |
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#9 | |
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Chieftain
Join Date: Jun 2003
Posts: 71
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Re: Re: I just found out I can transform terrain under a city.
Quote:
What I used to do if I captured an enemy city was to check to see if it had enough improvements or wonders to keep and if not, start selling improvements, producing settlers/engineers, and starve it out, then rebuild it somewhere nearby to take advantage of all the terrain improvements. Now I don't have to do that anymore. Is this in the manual? |
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#10 | |
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Chieftain
Join Date: Jun 2003
Posts: 71
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Quote:
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#11 | |
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Orange Cycloptic Blob
Join Date: Apr 2002
Location: Where you wish to be!
Posts: 3,390
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Quote:
The few cities the AI attacks even if they keep up techwise, I'm sure isn't justified by the loss of trade? |
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#12 |
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The Quiet Moderator
![]() Join Date: Jun 2001
Location: Southern CA, USA
Posts: 9,322
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That's what forts are for. Building one of them on a Mountain is stronger than any city you'll be able to build on a Mountain, plus, that way you won't have to deal with the crappy resourses that type of terrain provides.
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#13 |
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Deity
Join Date: Aug 2002
Location: Phila PA
Posts: 2,272
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I thought a city with Walls was equivalent to a Fort?
I can testify that cities built on grass (better yet, Rivered grass) with attention to terrain specials produce so much more than the AI choices that I am usually way ahead of the AI by 1AD (unless Duke gives us crappy starting terrain in a GOTM...). I often leave cities undefended, or defended by a caravan, while I build up my tech lead and explore/patrol to keep the AI worried in their own homelands. Even building on Plains seems like a waste to me these days... |
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#14 | |
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Chieftain
Join Date: Jun 2003
Posts: 71
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Quote:
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#15 | |
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Chieftain
Join Date: Jun 2003
Posts: 71
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Quote:
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#16 | |
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The Quiet Moderator
![]() Join Date: Jun 2001
Location: Southern CA, USA
Posts: 9,322
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Quote:
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#17 | |
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I...am...an Enchanter!
Join Date: Jan 2001
Location: Maryland, USA
Posts: 1,978
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Quote:
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#18 |
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Deity
Join Date: Aug 2002
Location: Phila PA
Posts: 2,272
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I'm pretty sure a unit in a fort does not get the Fortify bonus; the fort bonus supercedes it. Same thing for a unit in a city with walls. Check this link:
http://apolyton.net/forums/showthrea...threadid=22856 What I'm not clear on is whether a unit in a city WITHOUT walls gets the Fortify bonus. |
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#19 | |
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Orange Cycloptic Blob
Join Date: Apr 2002
Location: Where you wish to be!
Posts: 3,390
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Quote:
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#20 |
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Deity
Join Date: Aug 2002
Location: Phila PA
Posts: 2,272
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Except that stacked units are not lost as one in cities, they fight and die one at a time.
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