Abandon City?

Ive been thinking...
your city gets 2 food no matter what right?
if you turn your last remaining worker into citizin then you have total of 0 incoming food. cant shrink anymore

UNLESS you are able to raise unhealthyness above healthy ness(hard to do with one guy) build forges, iron works coal power plant factory(do before you try to shrink pop or will take a LOOOOOOOng time{or money rush it}) let your jungles grow chop all your forests and get rid of health impovemts

EDIT
NOTE: HAVEN'T TRYIED THIS MY SELF
Will try in the morning when not sleepy
 
I think they remove the abandon city option to prevent people to abuse it. You know...:rolleyes: people destroyed their city before it flips away.

Abandon city could work not destroy the city but returning it to a barbarian stage.
 
kasner said:
my idea:
set a city you want into irreversible 'abandonment mode', which stops all production of gold and shields, science culture, food etc. (stops functioning as a city).

You can already sort-of do that: remove all citizens from the land (by making them specialists) and turn on the "freeze population growth". That way the city will reduce to size 1, and it won't be working any of the land tiles so it won't conflict with any of your other cities.

Seriously, I don't see what the problem is with just doing this.
 
Just pillage the tiles around the city you don't want, gift it to a very weak AI, and recapture/burn it.
 
What am I suppose to do with this settlement I took from the barbarians that can't produce culture or hammers????

but you do have recognized you can raze a city the very moment you take it over, have you? ;)
 
henrycccc said:
Just pillage the tiles around the city you don't want, gift it to a very weak AI, and recapture/burn it.

But you shouldn't have to resort to crazy shenanigans just to remove a city (or ever, preferably) - there should be an official way to do it.

ljw1004 said:
You can already sort-of do that: remove all citizens from the land (by making them specialists) and turn on the "freeze population growth". That way the city will reduce to size 1, and it won't be working any of the land tiles so it won't conflict with any of your other cities.

Seriously, I don't see what the problem is with just doing this.

That's no good if it's a useless city and you could get a decent one by moving it a couple of tiles away. Like with my current game - I restarted it once I'd realised one of my cities was a dud.
 
First of all, if a city is intruding on your resources, either conquer it and raze it or culture flip it.

1. If you raze it then problem is over!! :-D

2. If you culturflip it then as a earlier post said:
"
Quote:
Originally Posted by kasner
my idea:
set a city you want into irreversible 'abandonment mode', which stops all production of gold and shields, science culture, food etc. (stops functioning as a city).

You can already sort-of do that: remove all citizens from the land (by making them specialists) and turn on the "freeze population growth". That way the city will reduce to size 1, and it won't be working any of the land tiles so it won't conflict with any of your other cities.

Seriously, I don't see what the problem is with just doing this."

Now for pepole saying you can instantly raze a city. If you have destroyed all enemy military units then all thats left is women and children. Then all your military units have to do is to kill them and destroy every building in that city. That shouldnt take too long too do. A year is a long time too do that(1 turn = 1 year in later times, in earlier times even more).Dont know if you get a penalty in happiness or reaction too other leaders but I think Civ 4 is good as it is. I admit too useing abandon city as a tactic on Civ 3, if i got in a war and i had a city which had a army marching at it , then i abandoned it, rather then defending it, now in civ 4, you have too fight for your cities.
 
ljw1004 said:
You can already sort-of do that: remove all citizens from the land (by making them specialists) and turn on the "freeze population growth". That way the city will reduce to size 1, and it won't be working any of the land tiles so it won't conflict with any of your other cities.

Seriously, I don't see what the problem is with just doing this.

It still prevents you from building a city in a better, nearby location.
 
Then raze it and build on the better place, it is just a matter of how far you are willing to go, to get what you want/need.
 
Kamikaze said:
Then raze it and build on the better place, it is just a matter of how far you are willing to go, to get what you want/need.

That is what the thread is about---you can't raze your own cities.
 
No, you can't raze your own city, that's why u give it away to an enemy and then attack it and raze it.

Ok, you will get a war on your hand, but as I said earlier, It is all about how far you willing to go.
If you are not ready to go to war then accept it as a 1 pop city and not working its tiles around it. You can aford to have one tile useless, just think of it like a desert tile.

Some people just want to have the option on razeing your own city as a tactic, others because they think it hinders them to do what ever they want. But here is the perfect solution on this probl. Make a mod with the abandon option in it, then spread the mod too people who wants the abandon option and leave the original alone.
 
genkitty said:
Flipped cities can be razed, just as if you'd captured it militarily. Happened in the game I played today.

This is a new feature in the 1.52 patch. It wasn't available when most of the earlier comments in this thread were posted.
 
Then I think probl solved, Just give it away and recapture too raze. Unless as above if you want the tactic of abandon, like in a war, then probl a mod is best.
 
I miss abandoning cities also, but it's not very realistic. When a city flips over to you culturally much of the population has often already migrated to your nearby cities. That's because you've already gained control of at least half of that city's territory (farms & towns). Thus starving the residents of the foreign city and using their food to feed your citizens - effectively migration right?

In CIV3 it was a problem because you couldn't keep an inconveniently placed city small and just use it to produce wealth or units. You had to abandon it or grow it, because its small size would leave it always vulnerable.

Now in CIV4 that is fixed. It's not size that increases a city's defense, but cultural value. Right? So you can just leave it small and have it build culture or something.

They have managed to make it both more realistic (not spontaneously abandoning 5000 year old cities that are effectively filled with citizens of your 'nationality' already) and more manageable.
 
Kamikaze said:
Then I think probl solved, Just give it away and recapture too raze. Unless as above if you want the tactic of abandon, like in a war, then probl a mod is best.

I'd just like to post that you can't do that... Try it out when you take back a city you previously owned it just goes straight back under your control with no other options... If it was an allies city your options are control it yourself or give it back... You can't raze a city that has the majority your population so you would need to wait until the city because majority the enemy population (which takes a LONG time) then kill it...
 
If you can get it to size one, give it to another civ (if you can get one to take it) and sometimes another civ or barbarians will raze it for you. If that won't work you can declare war on the civ you gave it to and raze it when you capture it. I have done both, intentionally and inadvertently.
 
After reading all the arguments for and against abandon/raze cities(be it cultural flip or capture etc), I still wanna say I seriously miss these options.

I hope that the options below can be considered in future patches perhaps?
<in addition to the gift option currently present in the game>

a) Abandon city
b) Raze (presently the only option given to players after capture)
c) Depopulate (as suggested by some in this thread)

The programmers can add some negative side effects of the above options (as suggested by some) into the game to maintain some 'balance'.

I really hope that players can have more options on what to do with a culture capture city instead of simply being given the message 'what do you want to do with the city?'
 
Back
Top Bottom