How do I make the city not produce anything?

It gets even better when you realize that you can load a missionary on a caravel, sail it over to Tokugawa, gift the boat to him and provide him with said missionary - all without an Open Borders agreement.

Do we have a confirmation that this works? I wouldn't be surprised if it gifted the caravel and somehow deleted the missionary. I guess I could do a Worldbuilder test, but I'm lazy and I'm willing to take your word for it if anyone cans say they've actually done this and that it works.
 
Do we have a confirmation that this works? I wouldn't be surprised if it gifted the caravel and somehow deleted the missionary. I guess I could do a Worldbuilder test, but I'm lazy and I'm willing to take your word for it if anyone cans say they've actually done this and that it works.

I'm not positive this works. I might be thinking of gifting cities instead.

At wroks, can't test ><. The longer this drags though the more likely it works. Usually there is somebody about to remind me when I remember one of the mechanics wrong :)
 
It gets even better when you realize that you can load a missionary on a caravel, sail it over to Tokugawa, gift the boat to him and provide him with said missionary - all without an Open Borders agreement.

At least I am pretty sure I have done that.

Great idea! I never tried anything like that! Masking a unit trade by hiding it in a cargo vessel! Granted, you end up trading away the ship, too, but this could come in handy!

On the topic, one idea you might also try is juggling your unit builds so that once you are a turn away from completion of a unit, you start building one of a different type. It'll give you the added bonus of masking your true military strength (since, potentially, you could spit out a mini combined-arms army in a matter of turns).

If you're blessed with the chance to change your civics to Theocracy, Vassalage, or BOTH before you let the units appear, then you could even try doing this: disband obsolete or less experienced units of the same type as the units finishing production on the same turn. Power graph-wise it would look like nothing at all had changed.
 
yturk39's idea is a very good one. Two turns or so before a unit is completed use the control key to queue up a different type of unit to be produced - this will stop production of the previous unit and you will not have to pay support for it until it is completed. You'll have to micro manage your production queues. (I suggest defensive type units, archer, spear man if your neighbors have horsemen -because, believe me, you will be defending with them very soon). This can stave off abject poverty for a few turns while you research a tech that will not cost you support money (allows you to construct a building rather than a unit).

If you are researching a tech that *won't* help you out of this situation, it's time to change your research path. Click on the beaker at the top of the screen and select a better (building enabling) research option. You won't lose your progress on the other research and you can go back and complete it when you are out of your money trouble/are able to build buildings instead of units you have to support.

How does one get into this predicament? My experience is that it happens when you try for too rapid expansion in relation to research early in the game. I've been there a couple of times, and watched the game move my research slider down to zero then, in the worst case scenario, start to disband my units to keep me from going into the red.

If that looks like it's going to happen it's better to eliminate units of your choice before the game makes that choice for you. You will end up with only one unit per city before the game gets done with you. I believe it is set up to kill off your workers first, then units that are not directly in a city tile. It's brutal.

Even better yet, don't get into that situation. Sometimes it's much better to burn a captured city or three than to overextend yourself. Quality over quantity. Once you have to start eliminating military units to remain in the black your neighbors will come calling.

Once your neighbors start capturing your vulnerable cities, you will become free of their support costs and may find yourself back in the black in your remaining cities, so having those almost completed units in your queue that yturk39 suggested can be just the thing you need to fend off the assault and survive to fight another day.

Anyway, that's my 2¢ worth. I'm not sure it's worth that much, so today it's totally free. Good luck!
 
Two turns or so before a unit is completed use the control key to queue up a different type of unit to be produced - this will stop production of the previous unit and you will not have to pay support for it until it is completed.

The Sisiutil two-step, swing your partner round and round...
 
The Sisiutil two-step, swing your partner round and round...

Great link, Mec, Thanks!

CreativeAnarchy you should read the two links Mec posted.

Sisiutil describes a strategy to optimize production capabilities prior to launching an assault, combining it with a change in civics and possibly a Golden Age. He is describing an aggressive, proactive strategy rather than a desperate defensive one (he's no doubt a more advanced player!) but the mechanics are basically the same. He also talks about hammers degrading on units remaining in queue after 10 turns (I didn't know about that) and talks about how to move units around in your queue, so there's more information from a more informed source.
 
No problem. Read the old ALC's to see it in action. Read Sisiutil's strategy guides for more on that, and other, topics.
 
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