Occupy vs Raze

With your mods, it's a keeper(barely), unmodded, not worth defending.
 
Keep it. Goodness gracious Timerover51, that's a TON of happy faces from city improvements.
 
Several things come to mind. I'm assuming that you're shooting for a space victory.

1) As long as you're at war with Egypt, keep it. It's got a rax and you can move units back to heal. Once that war ends, I would consider abandoning and resettling. You may not want to put more than one town in that space, but I can see room for at least 2 more cities there.

2) It looks like corruption is pretty low, netting 4 spt and 7 gpt. That's at least good enough to build rock-throwers and perhaps some of the lower-cost units available to you. Again, it does have a rax, and some well-timed cash rushes could really boost your forces there.

I'd call it a keeper, at least as long as war with Egypt continues.

Are you by any chance in your GA? I ask because the shields and gold in the picture don't match the numbers given in your post. Am I missing something else here?
 
Keep it. Goodness gracious Timerover51, that's a TON of happy faces from city improvements.

Indeed, it would be a shame to waste all of those improvements you captured. And I would bet it won't flip on you because you look poised to take the city directly south of it and I'm sure Memphis is not far off either. ;)
 
Indeed, it would be a shame to waste all of those improvements you captured. And I would bet it won't flip on you because you look poised to take the city directly south of it and I'm sure Memphis is not far off either. ;)

At the very least, sell the improvements first ;)

kk
 
I will start with Aabraxan first, and respond to everyone. And a very big THANK YOU for all of the comments.:goodjob::thumbsup:

Several things come to mind. I'm assuming that you're shooting for a space victory.

1) As long as you're at war with Egypt, keep it. It's got a rax and you can move units back to heal. Once that war ends, I would consider abandoning and resettling. You may not want to put more than one town in that space, but I can see room for at least 2 more cities there.

2) It looks like corruption is pretty low, netting 4 spt and 7 gpt. That's at least good enough to build rock-throwers and perhaps some of the lower-cost units available to you. Again, it does have a rax, and some well-timed cash rushes could really boost your forces there.

I'd call it a keeper, at least as long as war with Egypt continues.

Thanks for your comment on the barracks, I had not considered that. I try to heal as many units as I can to keep from having to ship new ones in from my home city when attacking another island.

3) Are you by any chance in your GA? I ask because the shields and gold in the picture don't match the numbers given in your post. Am I missing something else here?

I have coastal tiles set to yield 2 food, 2 shields, and 2 gold per turn, with fish yielding 4 food, 1 shield, and 2 gold per turn. My Golden Age was a while back.

Spoonwood; Keep it. Goodness gracious Timerover51, that's a TON of happy faces from city improvements.

da3dalus: Indeed, it would be a shame to waste all of those improvements you captured. And I would bet it won't flip on you because you look poised to take the city directly south of it and I'm sure Memphis is not far off either.

I suspect that most of the improvements arrived when I captured the city. I sort of have gotten creative with Wonders generating buildings in cities. Since I play a lot of island maps, I have changed the setting for creating buildings from "every city on continent" to simply "every city". Lots of Happy Faces make for WLTK days, which lowers corruption nicely. It is also located on the island next to my capital, which should also help with corruption.

When I went back and looked at the map in the editor to check something else, I discovered that I have "marketplace" set to "increase food in water", which I do not remember doing, but evidently I did. As there are 6 coastal squares in the fat cross of the city radius, that gives me another 3 workers. If I clear a couple of the forest squares (I HATE to chop forests, but will have too), and irrigate, I will likely have enough food surplus to make use of the already existing mines.

So, it is a keeper for now. However, as TheOverseer714 pointed out, without the mods that I have made, I likely would not bother.
 
Timerover51,

I think both civ IV and CivRev have no corruption whatsoever.

I have the basic game of Civ4 for both the Macintosh and Windows OS. I simply do not like the game. I cannot run it on my Mac laptop, the last model iBook, because of the graphic requirements. I do most of my playing on my laptop as I have a disability that requires me to keep my legs and feet elevated as much as possible, and makes sitting for extended periods of time very painful. Therefore, games that required extended sitting tend to fall by the wayside. Civ3 runs very nicely on my iBook, and I have encountered no problems. I also run the various Ensemble Studio games, Age of Mythology, Age of Empires 2, and Age of Empires 3 (have to do a graphics override for that game, and use the 800 x 600 graphics setting), with no problems. It would appear that the most recent OS update for the Mac has knocked out my Rise of Nations game, which puts that solely on my Windows box.

I think that my various upgrades of my PowerMac probably would handle the game on a borderline basic, as long as I ran it on minimal graphic settings. However, I am not impressed with the graphics at all, nor with the game system. The Windows box that I use to edit Civ3 with just barely runs the Windows version. I have no plans to upgrade the Windows box, as I bought it for the primary purpose of editing Civ3.

Since my wife uses the PowerMac for her accounting and tax business, I have no desire to replace that until absolutely necessary. Since I view Civ4 as a poorer game than Civ3 for various reasons, I have no compelling interest to replace my laptop.

I have worked extensively with the editor to reduce the corruption problem, but do not wish to eliminate it entirely as it does cause problems for the AI. If I were designing a new game, I would likely change the corruption subroutine considerably, to include an "Off" option. Living in the not-so-great state of Illinois, I am all too familiar with political corruption. My preference for a corruption model runs more along the lines of either making things more expensive for a given level of corruption, or taking longer to make (with minimum production times possible, i.e. the fastest something can be produced is 3 turns), or both. That would more accurately reflect the effects of corruption than the model presently used. Having also worked some in international business, tying the level of corruption to a set form of government is in my view highly unrealistic.
 
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