Boss Tweed
Warlord
but why expand on your own when you've got everything there on your own?I usually raze the cities unless they have wonders. I can always expand with my own.
but why expand on your own when you've got everything there on your own?I usually raze the cities unless they have wonders. I can always expand with my own.
but why expand on your own when you've got everything there on your own?
that's when you make all the inhabitants tax/science men and starve the population down until its the size of 1, or eliminate resistance and hurry settlers to get rid of population.The conquered city may flip, unless you conquer whole landmass. The worst is when you try to quell resistance in a few turns to actually build something there and city flips anyway. Better raze&replace, since you can choose better place for city and you can hurry something in there immediatelly.
Thanks! This will speed up my wars quite a bityou can only quell as many citizens as you have units in a city. In other words, if you have 6 units and 4 resisters in a city, you have 2 more units in that city which won't increase the probability of quelling all the citizens... you have as great a probablility of quelling all those citizens with 4 units as with 6.
To that end of learning to play keep and capture better, you can only quell as many citizens as you have units in a city. In other words, if you have 6 units and 4 resisters in a city, you have 2 more units in that city which won't increase the probability of quelling all the citizens... you have as great a probablility of quelling all those citizens with 4 units as with 6.
it may work that way, but it isn't always the best. I've never fortified more than necessary units in a city as when I placed 3 full armies and a stack of a good 15 cavalry (to quell reisitance REAL FAST, the armies were there for healing purposes) and it flipped the next turn. Not cool.By and large there are two cases to consider. The first is that you are still at war with the mother country of the resistors. In that case each of your units has a given chance 0<p<1 of quelling a resistor. More units in the city means more drawings means overall higher chance of quelling more resistors. It is like buying more lottery tickets.
it may work that way, but it isn't always the best. I've never fortified more than necessary units in a city as when I placed 3 full armies and a stack of a good 15 cavalry (to quell reisitance REAL FAST, the armies were there for healing purposes) and it flipped the next turn. Not cool.
That's why I often fortify minimum amount of troops inside the city, and always fortify a couple right on the border of the city, just in case it flips.
the maximum number of resistors that can be quelled on one turn is the number of units stationed in that city.
if you want to quell resistance as fast as possible in a city of, say, 12 resistors, there is absolutely no point in having more than 12 units stationed in the city
Razing gets civ angry, it has been said somewhere that they dont ever forgive you for razing their cities.
They won't forgive you if you capture some either.
Occupy them. Just don't fortify an army in them, and make sure to use entertainers/train workers/settlers from captured towns.