Post invasion problems :)

laurentfr2001

Chieftain
Joined
Sep 27, 2004
Messages
5
Hi,

After invading all the roman civ and getting all the cities, I have to face now a quite important problem.
The 20 new cities I got, even if not rioting, all waste 90% of the shield production and i d need for example something like 200 turns to build a bank or a market to make these cities making money...All these cities are about 12 in population that cause also unhappiness in the cities. I was wondering if reducing food in these cities and reducing population would solve the shield wasting problems or if I should switch to comunism (I m now in democracia).

Did anyone dace the same kind of problem ?
 
Advice depends a bit on what version of the game you are playing. I will assume you have Conquests 1.22.

The most important question is whether it is cost effective to try and do something at all about the corruption in the new cities or just to ignore them mainly.

If trying to build up these new cities.

1. Do you have the Forbidden Palace(FP)? If not build it immediately.

2. If your palace is in a bad position moving it might be cost effective.

2. Communism would help immensely but unfortunately the benefit might be offset by the reduction in productivity of your old core. That being said, it is a very powerful government in C3C. Going commie would be easier if you are a religious civ. If you go commie remember to research espionage and build the Secret POlice HQ.

3. Rush build courthouses and police stations with cash or by disbanding obsolete units.

5. Irrigate and railroad the surrounding land and hire policemen or civil engineers to speed up the production of courthouses and police stations.

If you choose to ignore the problem irrigate and hire taxmen or scientists instead.
 
When I have disgruntled cities that I have just been taken over by me and have alot of the native population left, I just make comedians and starve them down to below six. Like someone said a long time ago, sure they'll die, but they'll die happy!! ;)
 
Don't convert citizens to entertainers but tax collectors, scientists, or if you are indeed playing conquests, civil engineers. That way they'll benefit you a lot more than by starving them. Starving the town down to pop6 doesn't improve the amount of shields being used usefully instead of lost to corruption.
 
I switched back to comunism....and the problem is solved.
The new problem now is that I got late in science research because of the time lost during the anachy...I think I ll stay in cmonism till tribunal and police station are built in these cities.

I had another question...what determines how long is going to last an anarchy period ???

lol
 
(Number from 1 - 4 depending on your number of cities) + (Random number from 1 - 4)

Always one or two for religious civs.
 
Mathilda said:
Don't convert citizens to entertainers but tax collectors, scientists, or if you are indeed playing conquests, civil engineers. That way they'll benefit you a lot more than by starving them. Starving the town down to pop6 doesn't improve the amount of shields being used usefully instead of lost to corruption.

I don't starve conquered cities to lower corruption, but rather to lower the chances it will flip back to the enemy. If I capture a size 12 city that had a lot of culture and is still surrounded by enemy cities, I may need 200 :eek: units to ensure the city won't flip back over to the enemy. Since I obviously have better things to do with 200 units (if I even have that many) than babysit my new city, I want to starve it down as quickly as possible, and rush-build settlers/workers. Once I've starved/settler rushed it down to size 1, I'll let it start filling with native population, making the flip chances miniscule or none. I used to starve every city I captured down to size 1, but thanks to MapStat's flip probability calculator, I'll stop if I see the city has reached a point where there is no more chance of flipping.

I wholeheartedly agree with you that scientists/taxmen/ etc. are better than clowns. In my last game I was getting > +100 gpt in the Middle Ages while running 100% luxury thanks to the help of all those taxmen. The only exceptions I can think of are if the city is having big-time happiness problems, or at the end of the game when you want as many happy citizens as possible to add a bit to your score.
 
Originally Posted by Grogs

... I may need 200 units to ensure the city won't flip back over to the enemy ....

I learned this the hard way (losing an army :( ). If you just captured a big city, and there are no units from the other civ that could attack the city that turn, don't put your units in the city. Especially if the city is close to their capital - if you do, your 200 units would be lost if the city flips back. :eek: Just park them one tile outside of the city while you starve it down so that you don't lose your entire force.
 
Rush those buildings. Court houes, then Police Station, then marketplace, then bank, ect ect.
 
I will population rush a temple and catherdral in commy. Both can get rushed with little to no change in unhappiness over the normal city. A market is a good alternative to a catherdral.
 
Starve um out then breed with um and your problem is solved. Take a little while
 
Back
Top Bottom