Hello all,
I've got a strategic question about the plans for captured cities. How do you treat them in general?
Especially in mid and late game, when I capture a city, it is quite useless... First, most of the buildings are gone (excluding the wonders of course), then the AI on Monarch (my current level) does pretty terrible job when it comes to tiles improvement. After conquering a several cities I end up with higher maintenance, divided and injured army and those several cities requiring dozens of turns to build the core buildings like granaries, libraries, courthouses, etc. and rearrange the tiles improvements, wait for the cottages to grow and so on. All this when each turn is valuable and several turns might change the game. This is really annoying if there's little food (like tundra or deserts+hills - the resources are nice but the city can't reach a size higher than .. 4-5 O.o)
how do you approach this problem? Do you still go for city specialisation, examine the city surroundings and decide how to develop it? Raze them? A 'junior-science city' with 10 beakers (and not much potential for higher values soon) is not worth the maintenance when my whole empire produces 500 beakers per turn...
Regards,
fid
I've got a strategic question about the plans for captured cities. How do you treat them in general?
Especially in mid and late game, when I capture a city, it is quite useless... First, most of the buildings are gone (excluding the wonders of course), then the AI on Monarch (my current level) does pretty terrible job when it comes to tiles improvement. After conquering a several cities I end up with higher maintenance, divided and injured army and those several cities requiring dozens of turns to build the core buildings like granaries, libraries, courthouses, etc. and rearrange the tiles improvements, wait for the cottages to grow and so on. All this when each turn is valuable and several turns might change the game. This is really annoying if there's little food (like tundra or deserts+hills - the resources are nice but the city can't reach a size higher than .. 4-5 O.o)
how do you approach this problem? Do you still go for city specialisation, examine the city surroundings and decide how to develop it? Raze them? A 'junior-science city' with 10 beakers (and not much potential for higher values soon) is not worth the maintenance when my whole empire produces 500 beakers per turn...
Regards,
fid