Disband Cities?

EndryArden

Chieftain
Joined
Jun 15, 2001
Messages
15
Location
Delaware/Manhattan
I've bought the strategy book. In it, it suggests that if you desire to uproot a city, you should build settlers until the city's population is gone. I've tried this without any luck. The city's population decreases to 1 and the production box shows that it's 1 more turn to dole the rest of the the settlers, thus disbanding the city. But the next turn and every turn after that, it's the same thing. I've disbanded all of the defensive unit and still, no dice. What am I doing wrong?

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You can't disband cities on chieftain level.
 
Also, your first city (capital) will not disband if your build a settler at size one. I did just that several days ago when I started GOTM 4... you still must pay the support (food and shield) for teh new settler, but the city won't disband.

If you have a 2nd city founded, and your capital builds a settler while size 1, the capital (and palace) will be lost when the settler is produced.
 
Another strategy you could use is to wait until you have nukes and the AI has nukes. Then nuke the AI and wait for the AI to nuke you back and the city will be destroyed.
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It's absolutely ages since I last played on Chieftain (not boasting here), but the fact that you can build settlers without disbanding the city seems like it could be exploited very well. As long as you have the resources to support them, you could build loads of settlers and found cities all over with little effort. Or have I misunderstood this? It's something for the beginners to consider.

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in vino veritas
 
I think Smash is right, you can't disband cities on the Chieften level.

On any other level, to disband a city the way you're talking requires you to seize up production first - On the city screen, take all the citizens off any production, then build your settlers. If you leave them to continue producing, they'll continue to replace the citizens "lost" when you create settler units.

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"...über den Bergen sind auch Leute..."
 
There might be a way to "disband" a city in chieftain. If you're at war with a civ, bring your cursed city to 1 pop, then put a fortified diplomat as defence. Yep a diplomat. Since it has 0 def, it will lose against any unit, unless the attacking unit has 0 attack! But the IA is stupid but not enough to send its settlers attack you
smile.gif
So as I said, let another civ destroy your city. Since its size is 1, once your diplomat dies, the city is gone too. That disbands your city and the enemy doesn't capture it, so all your techs are still yours.

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posted June 26, 2001 03:30 PM
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There might be a way to "disband" a city in chieftain. If you're at war with a civ, bring your cursed city to 1 pop,
...

If you are gifting anyway, or techs are same... just leave the city unoccupied. This will allow an AI settler to take the city, but the city will dissappear. You'll lose a small amount of gold, too, but at Chieftan, gold should not be a problem
wink.gif
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Earlier today while I was playing, I had a ton of captured cities that I really didn't want, because they were extremely far from my capital I wanted to move all the troops guarding each one to the front. I am playing on Chieftain, and when I read this topic, I was kind of dissappointed. Then I came to a solution. I was at war with another Civ, so I devised an evil scheme that would allow me a huge edge in the war, and get rid of all those dumb cities at the same time.

First, I moved each soldier (I had one per city) one square over, so they would be standing next to it, and without hitting "Wait/Skip Turn", I activated the next and moved it, repeating until all the cities I wanted gone had a soldier outside them, and each soldier could still move. Then I began diplomacy with India, whom I was fighting. I had more 'unwanted' cities than he had normal cities, so I gave him an offer: all my cities for all of his (except for the capital of course). Technically, if I were a good person, this would be a GREAT deal for him, so he easily accepted. Then, on the same turn, I used all the troops I had standing by the capture and RAZE each city.

This left me with a LOT of freed up troops, no more unwanted cities, and the enemy civ now only had their capital left...I lost one of the new cities while rushing in some troops to surround his capital, but overall, it worked quite nicely. Just a suggestion.

Summary: Give unwanted cities to enemy civ, then retake them immediate, and raze. (>'.')> <(-.-)> <('.'<)
 
but what sense does it makr to disband a city? There are ways to do this(but due to my experience nukes can't destroy cities, you can only kill the population until the city has size 1, but then it can't be destroyed).
 
I tried this last night because one of my cities just wouldn't grow. I posted something like this under, "signs you can't play Civ II very well." However, this time around, my city has a lake to the north, the ocean to the south, and roads to the east and west...and it still won't grow! I created a settler on pop 1, but it almost immediately disbanded the settler. I was hoping to move the city a few squares over, but I'm now stuck with it.

Jay
 
That's a really good idea when you want to start the Burnt Land tactic.

If you're noticing you can't defend one of your frontairs in conflict during much time, under the pression and imminent advance of a powerful and encouraged enemy, who is decided to expulse you from the region at any price,
or also if you're noticing you haven't resources enough to support a so big empire, and those cities are not interesting to you anymore,
you can start your settlers production in every city in the region (if necessary resisting in the frontair at enemy's advance during some turns) until every city in the zone will start disappearing, but not in vane, since those settlers will be able to found them back, or to develop some other more useful and necessary region (like your motherland).
You won't loose when enemy breaks your military wall and opens a bridge foot, since you won't be giving cities, resources, fix positions, gold and technologies to conquer, and he will need to advancing a long to find something, what will give you a precious time. That nobody's land will be much slower and expensive to recolonize (since he probably didn't prevent that situation) and you could move and save your military units in the last turn by making them escape and run away towards a safe position, make them rest, reorganize them, and so prepare a delicious counter attack.

It's also good possibility as a punishment operation.
When a minor power defied you, offended you or just supposed a threat to your plans, and you've conquered a lot of it, until making him too weak, instead of just destroying him, and specially if you don't need so much terrain and cities, instead of giving them back to him or any other for free, you clean the territory (not in vane, then again) and make him repeat all the proccess from start. You're gaining a lot of advantage over him and he could be useful in future, by obstaculizing some enemy power's plans or growing up. Besides, that could serve as lesson for next time.

Definitely, with this idea and chance you've revealed to me, it won't be necessary to crack the game anymore to add diplomatic options like "gift/sell a city", :), or I'll have to switch to Civilization III, to increase fun hours.
 
Viperior, I have a question for you.
How on earth can you select such option of "exchanging cities with enemy" in diplomacy menu? Does there exist in Civilization 2? And where is it? (if I'm too blind I'd like to know :p).

Thanks.
 
EquinoxOmega, hmmm, I'm afraid experience of each other doesn't correspond but, I've too many times encountered the problem of, when sieging an enemy city, with the decided intention of take it and stablish a new useful position in the zone just for free, he resisted too much (many units into it and good defences, or too short population) and after city size reached 1, next attack would destroy it (specially if it was already empty and ready to be taken). I'm just wondering whether, that only happens when you take a city (already empty), but not while it is still resisting...
Don't forget population is also reduced when you take the city, not only when nuking it.
 
EquinoxOmega said:
but what sense does it makr to disband a city? There are ways to do this(but due to my experience nukes can't destroy cities, you can only kill the population until the city has size 1, but then it can't be destroyed).

There's one situation I can think of where I might want to do it.

I just killed off the Aztecs and only the Germans are left. I don't think I have enough time to colonize AC so I'm going for conquest. The Aztec cities are weak so the Germans could potentially capture them and prolong the war, so it might be better to sell off the improvements and disband them by rush-buying settlers and/or reducing food production.
 
It worked.

I examined the two weak Aztec cities, and one of them had wonders so I kept it. For the other one, I sold off an improvement each turn and bought an Engineer, which I sent to the other city and used the "Build" order to add it to the population.

When I got it down to one citizen and no improvements, I turned the last citizen into an Elvis. (Two units of food were still coming from the city proper, so there was neither starvation nor population growth). Then I pulled the military units out and basically forgot about the city.

Later, the silly Germans attacked that city and "captured" it. But it was size 1 so it just disappeared from the map.

It looks like I'm going to win after all. I've been using spies to incite revolts, which makes the Germans declare war. But I captured the UN recently so they keep having to give me a cease fire. The good thing about the spy method is instead of having a defenseless city, you get all the units in it too, which you can use to attack other cities. I got 2 cities on one turn that way.

My rep is atrocious right now, but who cares? The one time the Germans broke the cease fire, I dropped a bunch of cruise missiles on Berlin, which for some reason didn't have a SAM battery. Then I used a bomber from a bribed city to finish off their defenses and captured it, which gave me 5 wonders and destroyed their spaceship. HAHAHA!
 
by Starlifter:
Also, your first city (capital) will not disband if your build a settler at size one. I did just that several days ago when I started GOTM 4... you still must pay the support (food and shield) for teh new settler, but the city won't disband.
How coincidental. Yesterday, I posted in the GOTM 68 spoiler about doing this to start the GOTM. I happened to see this thread, and see that I posted about it in GOTM 4... which was over with before I joined CFC, BTW. I was playing that game to simply learn new things at the time, and see how the players were doing.

A corallary is that if you have only your original capital, a defender will not lose in defense of the capital, no matter how powerful the attacker. Civ 2 gives a single-city capital special considation, until you possess a 2nd city. :)
 
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