Supr49er
2011 Thunderfall Cup
Glad you got your answer!
Welcome to the Forums powmama.
Welcome to the Forums powmama.

Is Worker automation worth it? I've never used it.
A couple of simple questions I had, but haven't been able to figure out.
1. Is it possible to "abandon" a city that you already own, such as you could in Civ. If so, how?
2. Can you rename a city? If so, how?
Thanks for any help.![]()
Your knowledge is correct. The only way to get rid of a city is to either have it captured or to trade it away.As far as my knowledge goes, you can't abandon a city but you gift it away to a rival civ. When you capture a city you can also burn it or disband it (cultural flip).
Right on this too. I don't really like renaming my cities though for the exact reason you outlined later. It annoys me to no end when a crappy new city is named after the capital and I constantly think about as the capital even though it isn't.Yes, you can rename a city! Open the city screen go to the desired city and click on the name, you should get prompted to rename it, be aware that if it was one of your civ's original cities, the next one you found will be named that.
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Are you sure you have resources that they do not already have?<<If the rivals are on a continent that is separated by multiple ocean tiles, you cant trade with them unless you have Astonomy unless your cultural boundaries cover all of the ocean tiles between you.>>
I have astronomy and my ships have been to the other continents but I still can't trade resources with those guys, although I can with the civs on my own continent. What else could be wrong?
1. I have three rivals on a different continent that I would like to trade with, but each of them is "Not Connected to Trade Network". What's wrong and how do I fix it?
2. I couldn't find a link on the forum page to start a new topic.
Yes you can. Nothing happens to the religion, it just doesn't have a holy city anymore.Can you raze a Holy city? If so, what would happen to the religion?
About 1.5 workers per city is good in the early/mid game. Later on you can stop building workers because your old cities will all already be improved so you can use the old ones to improve newer conquests. Usually for me, a worker is one of my first two or three builds unless you can build workboats to improve seafood.Anyone have a good general guideline for when and how many workers to build? There's an optimal answer to this, as building a worker too early sacrifices city population growth whereas building one too late sacrifices potential resource utilization. Having various permutations of resources in the BFC would impact this decision, as well as having different leader traits. I've tried playing various ways, sometimes building a worker earlier if there are readily cottage-able squares. But I've also gone for earlier settlers or warrior/scouts. I usually decide more or less intuitively. But do other people have more methodical rule of thumb? And please don't just say, just steal the workers from other civs.It's not an option that's always available.
I forgot to add re open borders. Can not opening borders make short term war more likely in a converse scenario? Let's say I have a very strong defensive set up (nice stack in a hill border city with no adjacent forests/hills to siege from), could showing this to the AI through open borders actually deter the AI? Or am I giving the AI too much credit?![]()