Help on Sid Game

Own said:
Actually, as mentioned in this thread, it will hurt your rep if your trading stuff and they die. Besides, I can't trade any 20 turn stuff.

Your rep doesn't get trashed for trading TECHS should they die in those twenty turns. Read my article carefully.

However your rep does get shot if you are trading RESOURCES and they die in those twenty turns.

Her'e a link to Microbe's great article on Trade Reputation, it'll confirm you my claim:

http://forums.civfanatics.com/showthread.php?t=113376
 
Gyathaar said:
Some exploits are better left unknown to the general public imo :)
Thou this one has been described before..

Lemme guess ... It has something to do with a -- elevator, yup ? :D
 
vmxa said:
I think Dave was refering to razing it. Of course no UN then. If the UN was raze canit be built again. I suspect it could if Diplo is on.

ts64 is correct afaik only a palace is flip proof.

Hang on, I also think Dave McW refered to razing jokingly.

But there is a sure way to stop a flip. That's turning all citizens to clowns and starving them to death, turn after turn, sure does takes a whole deal of mm'ng each turn. The city just cannot flip, it's "impossible", and you can garrison it with only one unit, cuts down the risk flip of loosing a huge SoD garrisoned within the city.
 
You only need to hold the UN city for one turn, and cities can't flip the first turn. So you don't have to worry about that. But you can lose that city in one turn if they attack it. So you rather worry about defence instead of flip.
 
This weekend I started my first sid game: huge archipiélago, 15 random civs.

I had this wild strategy pop into my head. Being all alone in my very small island of 14 cities I was wondering if one can take advantage of the 60% building rate of the AI in Sid and the cultural flips. I gifted one of my cities and less than ten turns later it wanted to flip back.

So, from a builder standpoint, I was wondering if it were possible to gift core cities nearby your palace to more advanced civs and let them do the all the job. They could build city improvements much faster than myself, perhaps even some which I lacked the knowledge of, yet. After say 20 or 30 turns the city would have tried to flip back twice ot thrice being so close to my palace. So say after 30 or 40 turns I welcome them to rejoin my empire. Only that this time they've built plenty of improvements in the city.

The downside to this strat is that I've noticed that even as late as 1000 A.D. many civs are still in the Ancient Ages because they have massive armies of hundreds of AAs units and the upkeep just hammers them down and doesn't allow them to do any research or build anything else.

So I would have to gift the cities to an AI which was more advanced and less prone to build military units and very far away. Perhaps one could gift away many of your core cities in a revolving manner with RoP signed. Could this extravaganza work out ? :crazyeye:
 
Try it!

But I don't think it will work. Because:
1.) Your city won't produce any money for you, slowing your research
2.) Sid AI have a lot of culture, so it's even possible that it won't flip. The city is probably massively garrisoned too.
3.) They may even use it as foothold in an invasion, while they can't do any harm by sea.
4.) Yeah, the most important, culture buildings are destroyed when a city flips. So you'll only get Markets, Granaries and Barracks.

You're playing Sid and still have civs that behind? Wow. Maybe you should try a rapid builder-style war against one of them. Or just keep selling them techs.
 
I surrounded the city with my units, both by land and sea. Damn, I had no idea that when they flipped back all those improvements would get destroyed. Oh well it was only a crazy idea. Thanks, Pentium. :)

Yeop, three or four of the AIs were REALLY backwards, didn't even have polytheism or currency in 1000 A.D. It's my first Sid game so I had no idea this could happen, it's almost like chieftain AIs, nothing of the likes of Deity. It sure plays against Sid AIs being able to build so quickly massive armies of AA units.

These are my conclusions from that ongoing game:

http://forums.civfanatics.com/showthread.php?t=122949
 
Right back from Civ1 there was always an issue whereby if a civ falls far enough behind it will stick on 0% science and simply try to defend itself, this still seems to happen in civ3.
 
A thought before your current situation. When your GL was not obsolete, you could have partial tech lead. At that time, how about making a war against the most advanced AI or your neighbor, and using ur techs to ally everyone else? That way you cut the trade between them, slow down the tech pace a lot, and give you more time to accumulate gold and troops. I think it's much better than sitting peacefully with your GL working.
 
OK, I've started a new one these days. Very different from yours, the classic 60% archipelago with Byzantines. Now I have a tech lead in early MA, all because of the free tech (Feud :D). God I love scientific trait!

I'm sorry you didn't win. But there's always another chance!
 
If anyone from this thread still comes around and knows the referenced "exploit" I'd very much appreciate it if you sent it to me via PM. Thanks in advance.
 
Back
Top Bottom