Selling buildings in occupied cities

Ceterius

Warlord
Joined
Oct 8, 2010
Messages
138
After capturing a city a window shows up about razing, capturing or annexing the city. The "raze" button in this window is useless.

If you want to raze the city, you should annex it first and sell every building there. Otherwise the value of the buildings is lost. This can't be working as intended.

Should this exploit be fixed?
 
No You dont need to anex it to raze it XD YOu can burn it instantly with the buildings...

But allways take a look into the citie you dont want to burn wonders ...
 
Social policy cost is based on the maximum number of cities you ever had at any particular time right?

So if you have 6 cities, and then capture a city, sell its buildings, raze it and repeat that with 20 other cities, you've earned heaps of gold and if you time it well, social policy cost is for 7 cities.
 
i'm not sure what word is used incorrectly the most in the forums, "exploit", "broken", or "peruse"

but anyway, if you can't raze a city, it's probably a capital.
 
but anyway, if you can't raze a city, it's probably a capital.

One of the ugly features of the game. Are capitals made of asbestos? Anyone been to Sukothai recently?
 
Would be rather weird if you could just keep rebuilding, say, the Colossus. Why don't we have one IRL then?
 
If he razes it later the SP cost should go back down..

That's how it worked before patch 1.0.1.135, released 12/15/2010. In patch 1.0.1.135 they made this change:

Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.

If you immediately raze a city upon capture, your SP cost won't go up. If you annex after puppeting, the cost will go up and razing or selling the city afterward will not lower the cost.

Here's a link to the patch notes thread. The change I listed is under the 1.0.1.135 [GAMEPLAY] > [GENERAL] section. http://forums.2kgames.com/showthread.php?89117-Patch-Notes
 
If you immediately raze a city upon capture, your SP cost won't go up. If you annex after puppeting, the cost will go up and razing or selling the city afterward will not lower the cost.

This is correct. And since you can't raze a puppet, the only way you can avoid a SP cost increase is to raze as soon as you conquer a city and let it go all the way.

However, if you're about to annex another city in a few turns (and you're many turns away from your next SP anyhow), you could go ahead and exercise the semi-exploit the OP suggests without any penalty. This is because SP costs depend on the maximum number of non-puppet cities you've ever had at any point in the game.
 
This is correct. And since you can't raze a puppet, the only way you can avoid a SP cost increase is to raze as soon as you conquer a city and let it go all the way.

However, if you're about to annex another city in a few turns (and you're many turns away from your next SP anyhow), you could go ahead and exercise the semi-exploit the OP suggests without any penalty. This is because SP costs depend on the maximum number of non-puppet cities you've ever had at any point in the game.

That makes sense, but a better option would be to have a cooldown; ie: lower the cost after a set amount of turns... I'm a little amused they should try to remove the benefits of such an "exploit" as gifting cities to AIs (and then having to reconquer them!!!) when the AI is still so willing to give you all its gold for lux and gold-per turn.
 
Top Bottom