City Ruins and You

Yasha

Chieftain
Joined
Mar 14, 2009
Messages
14
What are my fellow Civ players opinions on city ruins? I normally leave them in my cities BFC hoping to get the research event from it. But in my latest game I burnt down 5 of them and left all of them. Some of them were in prime grassland riverside spots robbing me of a nice fully cottaged tile by end game. I've only managed to get the research event once this game even with all those ruins so I'm re-evaluating my stance on them especially when they are located riverside.

Thoughts and opinions?
 
IF you are playing with the randomized garbage that are events, just improve the city ruin tiles as the last tile of its kind in a city. It would be hard to beat a decent tile improvement across a game even if you did get lucky, unless it's on bad terrain (you might just leave it there for stuff like tundra, desert, etc).
 
Disable events. Build cottages. ;)

Even if you really want to play with events: it's not worth it waiting for that petty extra research. On grassland riverside tiles, definetely build a cottage (or something else) rather than leaving ruins.
 
I newer, ever rely on events.
I play with events but I don't ruin my cities for them.

So, bring in the bulldozers and clear out those ruins! I burned that city once and PPQ newer leaves a job unfinished.
 
didn´t know they trigger this event... I always clear them, even when they are nowhere near my cityradius... they just look so ugly.
 
I soviet russia, City ruins clear you!
 
The OP got it a bit wrong regarding events... They work like this: check for each event if it's eligible, check if an event happens, roll which of the events happen based on their weight. As the requirement for the ruins research event is having a city ruins within your borders, it won't matter if you have 1 or 100 city ruins since they all are only good for a single "true" when checking if the event can happen.

It's never worth leaving a BFC city ruins tile unimproved because of the event, just improve the tile if you're need in a workable one and that would be the best.
 
Leave them as an example to the other civs not to screw around with your civ. Make sure you drive foreign diplomatic envoys through them on their way to your capital.
 
Leave them as an example to the other civs not to screw around with your civ. Make sure you drive foreign diplomatic envoys through them on their way to your capital.

Agreed!

And also I love random events and one time I got industrailism from a ruin that was over 1,000 years old....

Patients is key...those who say build some stupid cottage only think of the shiny coins not the turns apon turns of reasearch that will be avoided once the event happens.....

also random events are for real men!
 
Patients is key...those who say build some stupid cottage only think of the shiny coins not the turns apon turns of reasearch that will be avoided once the event happens.....

Putting aside your assertion that "real men" like to give up control over outcomes :rolleyes:, this part I'm quoting is nonsense. What do you think commerce does? A cottage can give 100's, even 1000's (depending when built) of normal-speed commerce. That translates directly into research without relying on chance. It wouldn't surprise me if the net returns of a cottage (or alternative) across a game are higher than the event in most cases, especially if you factor in that the event may never trigger.
 
IF you are playing with the randomized garbage that are events, just improve the city ruin tiles as the last tile of its kind in a city. It would be hard to beat a decent tile improvement across a game even if you did get lucky, unless it's on bad terrain (you might just leave it there for stuff like tundra, desert, etc).

This seems like the perfect serious answer. A town on a workable tile will get you about 5-8 gold. Over, say, two hundred turns with a library, and, possibly, a University, you're at well over a thousand gold throughout the game. That's going to be as valuable as the event, if not more valuable. Sure, the random event is nice if you're lucky enough to get it, but I don't want to rely that much on a kind RNG roll.

I like random events, but that's a matter of personal preference.
 
Come on, real men gamble and drink a lot, now don't they? :lol: Aren't those prime examples of giving up control? :)

The event yields is simple Math, really, the beakers it gives times the probability of it occurring times the probability of the occuring mattering. My problem with this event is that nine times out of ten it helps my research towards Divine Right in the Industrial era :D My estimate of a cottage vs this is that a cottage gives ~10 times better returns on average.
 
Leave them as an example to the other civs not to screw around with your civ. Make sure you drive foreign diplomatic envoys through them on their way to your capital.
Nothing says "Obey me" like a bloody head on a fence post. -Stewie Griffin
 
I find that the event usually pops when I set my workers to improve the ruins and like to think that it's the worker crews cleaning out whatever remains and stumbling upon some ancient ruins only to discover that the savages had knowledge of the Assembly Line.

I'd assume that this is just my RNG, though. :lol:
 
Event2
City Ruins
Prereq: City Ruins in your control
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 90/1000
Result:
1.you get 15% of remaining tech cost for a tech
2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3
3.you get +15% of remaining tech cost for a tech
If you have a city ruins on a relatively weak tile anyway (e.g. non-riverside plains, heck even river-side plains) I would definitely suggest keeping at least one (no more than one is necessary as Silu pointed out) city ruins tile in your empire.

Assuming you have random events on of course..

Anyway, what most people are either ignoring, forgetting, or not realising is that by making yourself eligible for positive events like this you also make yourself less liable to receive negative events. So the benefit of the event is not just the number of beakers you might get once or twice in the game, but perhaps also how much less you get things like slave results and volcanoes etc.

For example, the slave revolt event has a weight of 500. That's fairly high for a random event which is why it's an event that happens in heaps of games. Since it has an "active" weight of only 80 (i.e. possible in only 80% of games) the City Ruins event is strictly more likely than the slave revolt event, assuming it the triggering conditions are met.
 
Anyway, what most people are either ignoring, forgetting, or not realising is that by making yourself eligible for positive events like this you also make yourself less liable to receive negative events. So the benefit of the event is not just the number of beakers you might get once or twice in the game, but perhaps also how much less you get things like slave results and volcanoes etc.

Correct me if I'm wrong, but wouldn't that make good events less likely to occur as well? If so, and assuming similar chances and approximately equal degree of good/bad from any given event, wouldn't it be more-or-less a wash?

Sorry I can't think of how to word that better; my brain is mush at the moment.
 
Correct me if I'm wrong, but wouldn't that make good events less likely to occur as well? If so, and assuming similar chances and approximately equal degree of good/bad from any given event, wouldn't it be more-or-less a wash?

Sorry I can't think of how to word that better; my brain is mush at the moment.

You're quite right. However I think there are more bad events than good events and it's a better event than most of the good events anyway.

Actually, to be a bit clearer, there are plenty of good events you can get in the game but IMO they seem to be more restrictive in their conditions than the bad events. For most of the game the RNG is deciding between mostly bad events and a few, if any, good events. Adding more good events to the possible list is almost always a good thing IMO. It's near impossible to work it into any of your strategy but for some of the events that take very little effort to keep eligible it's worth doing. City Ruins is one of those events.
 
Correct me if I'm wrong, but wouldn't that make good events less likely to occur as well? If so, and assuming similar chances and approximately equal degree of good/bad from any given event, wouldn't it be more-or-less a wash?

Sorry I can't think of how to word that better; my brain is mush at the moment.

It doesn't matter if the city ruins skew the good/bad event chances from 50%/50% to 51%/49% or 20%/80% to 21%/79%, the end result is the same: one in hundred events that would have otherwise been bad, is now good. As long as this event is better than an average event (which it always is, counting both good and bad) it's always strictly a good thing to enable it.
 
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