Why do people always advocate razing cities so much?
So many people say their mistake was that they kept too many cities. But I don’t understand the problem.
I generally build infrastructure in new cities, markets, banks etc. and they always end out being profitable cities, if not instantly then within a very short period of time, and pay off more over the entire game.
These cities also provide resources. Even when you have all the resources you need, extra ones can be sold to AI for GPT.
Costs:
Benefits offsetting upkeep of extra city:
Income
Side benefits:
Calculation:
As far as I can see, the benefits from trade routs, unit support, resources and religion offser the courthouse reduced upkeep. Meaning that upkeep is effectively not an issue.
Upkeep: Eg 30gpt upkeep (you must have a HUGE empire to get 30gpt upkeep with State Property, actually i think there is a cap on the maximum)
-50% courthouse=15gpt upkeep.
-6gpt trade, -2gpt religion, -2gpt resources, -2gpt free unit support=3gpt effective upkeep
Actually 20gpt upkeep is more reasonalbe number, which would result in a 2gpt profit after trade etc is considered.
(note, these numbers are just an example, and the numbers would vary depending on the situation)
In my calculations, the side benefits offset the upkeep costs.
So I tested it razing anyway:
I’ve previously supported absolutely huge empires without razing a single city, naturally as the empire grows more Tecs become available to enable larger economies, printing press, democracy, state property etc, the whole time making cities more efficient, and allowing for even further expansion without ever having any problems (ok, this was only at empror, so maybe diety is a different story). I normally have all resources available, allowing me to rapidly grow my newly captured cities to size 10+, making them useful in a short period of time after large scale assimilation, and back to normal after a few turns with courthouses, markets and banks. only very short periods of slider drop, but still out-teching AI, money from selling technology, plunder etc keeps my slider at maximum even during periods of large scale assimilation. no real economic problems, and a very strong economy with all the assimilated cities.
After listening to everyone always complaining about having too many cities I decided to try it and raise about 50% of the cities in captured opponent’s territory, still leaving some cities for my domination territory. But then my other AI “friends” instantly came in and settled in the gaps. This only created more troubles as I later had to come back and clean out the pesky AI that wanted to settle in the gaps. What a pain, and only for supposedly saving a little upkeep in the short period before the city becomes profitable.
The hassle of going back to clean out the gaps delayed my domination victory date(and re-declaring affected reputations), and I wished I had never listened to the forum telling me to raze cities.
So what’s the point of razing cities and leaving gaps in my territory?
Sure, sometimes in very rapid expansion it can temporarily slow down your research rate. But the research is the total beakers produced, a empire twice the size at 40% research rate produces more beakers then a small empire at 70% rate.
And this is only a temporary problem, in the meantime you can trade to keep even with research. this economical challenging time is only very temporary, especially if you're building courthouses, banks etc, then you have twice the size empire, and then can out-research the AI when the infrastructure is up (at least on empror i find it easy to out-research the AI).
And it’s all an investment in the late game, when you get villages/towns then all this area will be producing a lot. And then replicable parts makes it all more worthwhile. and all those cities are also making production, so when you want a military push you can turn a whole pile of cities into military production. all those early extra cities you didn't raze become massive powerhouses in the industrial era, and make a HUGE difference.
Naturally cities in totally useless locations should be razed, but I think about 90% of cities captured are useful.
There are only two points in the game when I normally wouldn’t be interested in new cities, before COL, and then in the final few turns of conquest where you just want to kill fast for the final moves(and even in those situations, having a strong empire means a couple of gpt for those cities isn’t a big price, especially if it saves you from hassling about the conquest victim sending out settlers).
So please tell me why I should raze most captured cities!
.
So many people say their mistake was that they kept too many cities. But I don’t understand the problem.
I generally build infrastructure in new cities, markets, banks etc. and they always end out being profitable cities, if not instantly then within a very short period of time, and pay off more over the entire game.
These cities also provide resources. Even when you have all the resources you need, extra ones can be sold to AI for GPT.
Costs:
- Upkeep: NOC+distance -50% with courthouse. So a 20gpt maintenance city instantly becomes 10gpt. Captured cities normally if using slavery you can instantly whip courthouse(organized trait helps) and other essential buildings. Actually i think there is also some cap on the upkeep for the number of cities, so the upkeep can't get that big.
- In the end game state property becomes available, ripping the upkeep to a very minimum level.
Benefits offsetting upkeep of extra city:
- Trade(6+ gpt): Cities have trade routs, and resource income so you can easily get over 6gpt simply from the trade routs (more later with harbor)
- Unit support(1-4 Gpt): Cities also support population which support military. Eg a size 12 city can support 3 military units, and in the central region of my territory I only post 1mp. Meaning the city saves an extra 2gpt on military upkeep from extra population, so it supports your army.
- Resources (1-10 Gpt): some resources give gold directly. Also picking up extra resources (even when you have them all) can be beneficial as you can sell extra to friendly neighbors. Also future resources could later appear in that area.
- Religion(1-7 gpt): Chuck in a few religions if you have shrines, e.g. 3gpt for 3 religions. Naturally you need productive areas of territory producing missionaries, this becomes more useful later when you have captured a few shrines. Spreading religion becomes harder when there are more religions, so there is a limit to how far you can take this practically.
Income
- Production: all those extra cities can be used to pump out military units, meaning that when you finally get MT etc you can suddenly turn 30 cities onto Calvary production (in the late game this can be multiplied with factories etc.).
- City income (easily 30+ gpy/BPT): this is an increasing revenue, the longer you have a extra city it’ll earn more, with cottaged land, growing city, printing press.
- infrastructure: a any decent location city can produce some revenue, this is increased over time the longer you have it, as you build libraries, banks, monastrys, markets, grocers, uni, observatory etc. just line up the list of buildings and watch the revenues multiply over time.
Side benefits:
- Culture: you stop opponents from settling in the area, it can be very pesky on a crowded map, when you wipe out an AI, only to have one of your AI “friends” settling in the gaps between the cities you kept. having more cities also helps eat away at previous civs left over culture quicker.
- Transport: only you can make use of those railway lines, you can get around, but the opponent can’t. also you can chose who can pass the land, with who you allow open borders, so blocking off some AI form some areas.
- Fog busting: no barbs to worry about, so minimum MP is needed in the area.
- Situational bonuses: eg merchantalism, statue of liberty, and representation gives a bonus of 12bpt per city. lots of other wonders give bonuses for any city just for being there. This alone can offset upkeep costs.
Calculation:
As far as I can see, the benefits from trade routs, unit support, resources and religion offser the courthouse reduced upkeep. Meaning that upkeep is effectively not an issue.
Upkeep: Eg 30gpt upkeep (you must have a HUGE empire to get 30gpt upkeep with State Property, actually i think there is a cap on the maximum)
-50% courthouse=15gpt upkeep.
-6gpt trade, -2gpt religion, -2gpt resources, -2gpt free unit support=3gpt effective upkeep
Actually 20gpt upkeep is more reasonalbe number, which would result in a 2gpt profit after trade etc is considered.
(note, these numbers are just an example, and the numbers would vary depending on the situation)
In my calculations, the side benefits offset the upkeep costs.
So I tested it razing anyway:
I’ve previously supported absolutely huge empires without razing a single city, naturally as the empire grows more Tecs become available to enable larger economies, printing press, democracy, state property etc, the whole time making cities more efficient, and allowing for even further expansion without ever having any problems (ok, this was only at empror, so maybe diety is a different story). I normally have all resources available, allowing me to rapidly grow my newly captured cities to size 10+, making them useful in a short period of time after large scale assimilation, and back to normal after a few turns with courthouses, markets and banks. only very short periods of slider drop, but still out-teching AI, money from selling technology, plunder etc keeps my slider at maximum even during periods of large scale assimilation. no real economic problems, and a very strong economy with all the assimilated cities.
After listening to everyone always complaining about having too many cities I decided to try it and raise about 50% of the cities in captured opponent’s territory, still leaving some cities for my domination territory. But then my other AI “friends” instantly came in and settled in the gaps. This only created more troubles as I later had to come back and clean out the pesky AI that wanted to settle in the gaps. What a pain, and only for supposedly saving a little upkeep in the short period before the city becomes profitable.
The hassle of going back to clean out the gaps delayed my domination victory date(and re-declaring affected reputations), and I wished I had never listened to the forum telling me to raze cities.
So what’s the point of razing cities and leaving gaps in my territory?
Sure, sometimes in very rapid expansion it can temporarily slow down your research rate. But the research is the total beakers produced, a empire twice the size at 40% research rate produces more beakers then a small empire at 70% rate.
And this is only a temporary problem, in the meantime you can trade to keep even with research. this economical challenging time is only very temporary, especially if you're building courthouses, banks etc, then you have twice the size empire, and then can out-research the AI when the infrastructure is up (at least on empror i find it easy to out-research the AI).
And it’s all an investment in the late game, when you get villages/towns then all this area will be producing a lot. And then replicable parts makes it all more worthwhile. and all those cities are also making production, so when you want a military push you can turn a whole pile of cities into military production. all those early extra cities you didn't raze become massive powerhouses in the industrial era, and make a HUGE difference.
Naturally cities in totally useless locations should be razed, but I think about 90% of cities captured are useful.
There are only two points in the game when I normally wouldn’t be interested in new cities, before COL, and then in the final few turns of conquest where you just want to kill fast for the final moves(and even in those situations, having a strong empire means a couple of gpt for those cities isn’t a big price, especially if it saves you from hassling about the conquest victim sending out settlers).
So please tell me why I should raze most captured cities!
.