ripcord_tx
Chieftain
- Joined
- Jan 15, 2002
- Messages
- 91
How far away is optimal for building the Forbidden City? The AI often wants me to build it next to my capital which seams silly. Should it be 3 cities away? 4? On another continent?
Originally posted by Grey Knight
Zachriel, I disagree vehematly. Having your palace closer to the enemy is a great tool in the cultural war. When using a Great Leader, the cost differential is immaterial. The other advantage is having a quick FP, allowing you to take advantage of having reduced corruption earlier.
The real cost is culture boost the capital gets for being an ancient structure, however IIRC it's only 1 cpt.
Cheers,
Shawn
Originally posted by Megalou
What level are you guys playing on?To build FP in a conquered city is extremely risky, even if you want to end the hostilities thereby.
Originally posted by DaveMcW
If you place the Forbidden Palace in an enemy capital, especially one with a large population, you are taking a huge risk. I've seen the FP city flip before and it's not fun.![]()
On the other hand, moving your capital can be a powerful weapon in a culture war, worth much more than the age bonus of the old Palace.
Originally posted by Zachriel
On the other hand, you will never lose your Forbidden Palace built in a newly captured city, if you garrison sufficiently*. If you are not sure, then do not build the Forbidden Palace until that Civilization is completely destroyed and there are no overlapping tiles with any other Civ.
Originally posted by Zachriel
Don't build the Forbidden Palace as the first cultural improvement. Generally, it's best to conquer all the surrounding towns first so as to eliminate any cultural overlap and to maximize the usefulness of the Forbidden Palace. And be sure to have a sufficient* garrison. With such a garrison, there is zero chance of a flip.
I usually play Emperor or Deity. The Classic strategy is actually better on higher levels where the chance of continued expansion is less, and the cost of building the Forbidden Palace plus then the Palace move is often not practical.
* Double the foreign influence. Foreign influence is defined as the number of foreign nationals in the city plus the number of tile overlaps. Double again for resistance or disruption, but you wouldn't normally build the Forbidden Palace until the city is under your political control. You should have plenty of troops for garrison once the war has been concluded.
Originally posted by Zachriel
...For instance, a typical Ancient Age conquest may have a foreign population of six or eight. In this case, you will need twelve or sixteen units to garrison the city and you will have zero chance of a culture flip. Over time, the foreigners will convert to your culture, reducing the necessity of a strong garrison.
Of course, if you destroy the other Civ, then you probably won't need a garrison.
Originally posted by DaveMcW
If you play on Emperor or Diety, the other civs have a significant culture lead on you and a 2x garrison is not be nearly enough by the time you capture an enemy capital. Sometimes even your entire army is not enough to zero out the culture flip formula. This is where the advantage of a Palace over the FP comes into play.
Originally posted by Zachriel
According to Firaxis 2x the foreign influence (defined as the number of foreigners plus the number of overlaps) is always sufficient -- regardless of distance from capitals, local or national culture. Double that for resistance or disruption.
Originally posted by DaveMcW
Check out the culture flip thread. You need one unit per foreign citizen or tile, doubled if they owned the city first, and then multiplied by the ratio of your cultures.