Quick Questions and Answers

Hello Folks,

Two question themes:

1. Do I understand when to Puppet, Annex, Raze a captured city?
2. Let the enemy Civ keep one of their cities?

1. To Puppet, Annex, Raze (and for how long):

Make all cities a Puppet, generally, unless one of the following conditions occur:

Only ANNEX a Civ’s CAPITAL + Buy the COURTHOUSE for it immediately.

RAZE all cities that are in poor locations, such as desert, tundra, snow. You can sell one of its buildings per turn; therefore, sell the most expensive ones first. It takes City Population/2 -1 per turn, turns it will take to raze the city completely. Do not raze cities that have resources you need or has Wonders inside them. You can always STOP RAZING a city, if it gets to a low population level which you don’t mind maintaining and it’s in a decent area.

2. Do not take over all of the other Civ's cities, let them keep one. I am not 100% clear why I see Deity players do this on YouTube, but I think it's because this allows you to trade with that City, have it as a Delegate count, and, you are not given Warmonger status by other Civs and City States. Tell me otherwise, please.

Thank you for any guidance. I am also want to know this to share the knowledge with my sister, who I MP with all of the time.

Regards,

Marc
 
Game mechanics and algorithms...

Why do the civs hold grudges for centuries?

Why am I labeled "blood thirsty" when the civ asks for gold or resources and offer nothing in return and I refuse?

Why am I considered a "War Monger" if I am attacked and I chase them off my lands and subsequently take their cities? After all, they attacked me? They declared war.

Or, another civ asks me to join them in a war and when I do, and when I take cities, the civ that asked me to join then calls me a war monger the rest of the game.

To me, this all seems unfair and unrealistic. Is there a mod or some other way to balance this?

:bump:
 
Is there a way to pick and choose features between games?

For instance, the only thing that I like about Brave New World is the Caravans that remind me of CivIII days. I can not stand the "World Congress". Can I pick and choose the "best features" from G&K and BNW and play kind of a hybrid game?
 
Quick question: Is the Complete Kills setting mostly a multiplayer setting? I tried playing it in SP and found it wasnt necessary to kill all cities/units for a dom civ. I thought it was supposed to do that, extend the needs of a domination victory.

anyone know anything about this? i tried several searches with very little info on Complete Kills other than wiki-like stuff.
 
Don't know about multiplayer, but complete kills just means a civ isn't eliminated until every last unit is killed. Since domination only requires capital capture, complete kills should have no effect on a domination victory (apart from the annoyance factor of a civ still wandering around, periodically denouncing you).
 
Having just come back to Civ and relearning the ropes, I can play 3-4 city tradition and I can play 4+c city liberty, however I am unsure at the start of the game as too which one would be better. Do you make the choice depending on what civ you have and what style you aim to play or is there something else?
 
most players go tradition with a good capital, liberty if capital is bad.

Haha, that makes so much sense, thanks.



Another question, I always find myself building all available non wonder buildings in all my cities. Are there some buildings I should be building in all my cities and some buildings I don't need to build at all?
 
Don't know about multiplayer, but complete kills just means a civ isn't eliminated until every last unit is killed. Since domination only requires capital capture, complete kills should have no effect on a domination victory (apart from the annoyance factor of a civ still wandering around, periodically denouncing you).

Ah, thanks. I was hoping it meant a civ wasnt dominated until all units/cities were gone. since thats the case, the only application of this i can see is in MP when your cap goes down from someone sniping it with planes but you have the units to retake it. as settings go that is rather disappointing.

thanks
HR
 
Hello Folks,

Two question themes:

1. Do I understand when to Puppet, Annex, Raze a captured city?
2. Let the enemy Civ keep one of their cities?

1. To Puppet, Annex, Raze (and for how long):

Make all cities a Puppet, generally, unless one of the following conditions occur:

Only ANNEX a Civ’s CAPITAL + Buy the COURTHOUSE for it immediately.

RAZE all cities that are in poor locations, such as desert, tundra, snow. You can sell one of its buildings per turn; therefore, sell the most expensive ones first. It takes City Population/2 -1 per turn, turns it will take to raze the city completely. Do not raze cities that have resources you need or has Wonders inside them. You can always STOP RAZING a city, if it gets to a low population level which you don’t mind maintaining and it’s in a decent area.

2. Do not take over all of the other Civ's cities, let them keep one. I am not 100% clear why I see Deity players do this on YouTube, but I think it's because this allows you to trade with that City, have it as a Delegate count, and, you are not given Warmonger status by other Civs and City States. Tell me otherwise, please.

Thank you for any guidance. I am also want to know this to share the knowledge with my sister, who I MP with all of the time.

Regards,

Marc

Bump...

Does anyone out there know if what I state above is correct or not?

Thanks,

Marc
 
Sorry not to reply, it just seemed more than a quick question and answer!

Make all cities a Puppet, generally

Correct.

Only ANNEX a Civ’s CAPITAL + Buy the COURTHOUSE for it immediately.

You cannot buy a courthouse while city is in revolt, so unless you have the SP that gives you a free courthouse upon initial capture, nothing wrong with puppeting caps.

RAZE all cities that are in poor locations, such as desert, tundra, snow. You can sell one of its buildings per turn; therefore, sell the most expensive ones first. It takes City Population/2 -1 per turn, turns it will take to raze the city completely. Do not raze cities that have resources you need or has Wonders inside them.

That is correct.

You can always STOP RAZING a city, if it gets to a low population level which you don’t mind maintaining and it’s in a decent area.

Don't stop razing if you can help it. It raises SP cost. Large cities are happiness problem, but if you pillaged farms before capture, you can starve them down without razing. Also, you can always sell or gift the city after razing it a bit and selling off best buildings.

Do not take over all of the other Civ's cities, let them keep one. I am not 100% clear why I see Deity players do this on YouTube, but I think it's because this allows you to trade with that City, have it as a Delegate count, and, you are not given Warmonger status by other Civs and City States. Tell me otherwise, please.

Almost none of that, because they will hate you, and you already have warmonger status which won't go away by sparing one city. Warmonger status is greatly increased by eliminating a civ. So leaving one city does not make diplo better, but you avoid making diplo much, much worse.[/QUOTE]
 
the only application of this i can see is in MP

In SP, plenty times an AI loses their last city even though they have a number of units left, maybe even a settler. But the setting is not worth the bother because, as Browd points out, usually there are one two units (maybe a boat) wandering around, so you get periodically denouncing and they have a full complement of spies that occasionally coupe your CS. I wish the setting gave civs 30 turns (or something) instead of being indefinite.
 
most players go tradition with a good capital, liberty if capital is bad.

Eh, cap location is almost always good enough. I think it is mostly personal preference. If you know you have space, liberty is nice, but even with two scouts as your first build, on a random map it is hard to be confident that you have good spots for 6+ cities before having to decide between tradition or liberty. So I think most people decide going into the game which tree they plan to open with.
 
Sorry not to reply, it just seemed more than a quick question and answer!



Correct.



You cannot buy a courthouse while city is in revolt, so unless you have the SP that gives you a free courthouse upon initial capture, nothing wrong with puppeting caps.



That is correct.



Don't stop razing if you can help it. It raises SP cost. Large cities are happiness problem, but if you pillaged farms before capture, you can starve them down without razing. Also, you can always sell or gift the city after razing it a bit and selling off best buildings.



Almost none of that, because they will hate you, and you already have warmonger status which won't go away by sparing one city. Warmonger status is greatly increased by eliminating a civ. So leaving one city does not make diplo better, but you avoid making diplo much, much worse.
[/QUOTE]

Thank you, Beetle, for the response!

Your last comment, than, seems to tell me that it is indeed better not to kill off all of the other Civ's cities, but leave one.

Regards,

Marc
 
Hi guys,

I want to ask if there is some mod or anything alike which will allow me to manually choose in which area of the map my Civ is going to start when I am setting up a game. EG. when I want to play for Japan I want to start in Japan not in South Africa etc. . I know there is an option for not assigning Civs into certain locations on the map for random start but I do not have it checked in advanced options.

I would be very greatful for every reply.
 
Game mechanics and algorithms...

Why do the civs hold grudges for centuries?

Why am I labeled "blood thirsty" when the civ asks for gold or resources and offer nothing in return and I refuse?

Why am I considered a "War Monger" if I am attacked and I chase them off my lands and subsequently take their cities? After all, they attacked me? They declared war.

Or, another civ asks me to join them in a war and when I do, and when I take cities, the civ that asked me to join then calls me a war monger the rest of the game.

To me, this all seems unfair and unrealistic. Is there a mod or some other way to balance this?

Is there a way to pick and choose features between games?

For instance, the only thing that I like about Brave New World is the Caravans that remind me of CivIII days. I can not stand the "World Congress". Can I pick and choose the "best features" from G&K and BNW and play kind of a hybrid game?

If no one knows the answers to the above, could someone at least point me to where I could find these answers?

Or is the answer, "No. You can't do anything like that and those types of mods do no exist. Now shut up and just enjoy the game!" :D
 
@gpcii: there is a Mod Community (Creations and Customization) section of the forums for questions about whether a mod exists. and the General Discussion section will also work for some of the diplomacy questions. you will probably need to provide more details about the game setup for an accurate answer in those sections.

i can answer that you can't exactly pick and choose the features you like while having both expansions enabled. but you can disable spies (check the No Spies box) among other things in the Advanced settings section.
 
When selecting random map at setup does the game just select the map type (continents, archipelago...) or are the variables available in advanced setup (Sea level, Climate, Rain Fail, Age of the earth) also randomized?

Why I ask: I just used random map for the first time and got fractal but half the map is desert.
 
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