Civ 5 should i annex




















Following up to this answer , given that a newly conquered city will. Doesn't it make much more sense to first puppet the city and then wait - say 10 turns - until things have evened out and only then annex the city to start the courthouse? EDIT: One aspect that I didn't ask for explicitly is whether you should always leave the city as puppet until the rioting stops typically turns in my games so far? I've been thinking about it myself, and I agree that it's almost always a better option to let the city stay as a puppet for a while before annexing it.

One major drawback here is not only that you cannot control what puppets produce, but it's that puppets never produce units. If you're at war, for example, the ability to produce units is critical, and sometimes you just need the extra city right now. Still, considering that conquered cities lose half their population and most of their buildings, their production is usually so low that making them a puppet is probably still the best choice.

Regarding the edit: I see no reason for annexing a city before the riots are done. You can't do anything during riots anyway, so it's best to not lose the extra happiness for these few turns. However, now WillfulWizard's answer becomes more important. If you intend to annex it soon but you want to keep it a puppet for just 2 to 5 turns, there's a good chance you might forget - particularly if you're in the middle of a war and every turn is hectic and eventful.

If you intend to annex it quickly anyway, maybe it's best to just lose the few points of happiness from having the city annexed during its riots, than to forget about it completely.

You've just conquered a city you KNOW you're going to want to annex soon. In my most recent game, I needed to force building a harbor to start up trade routes to my latest expansion, "Old Greece" Unfortunately, you're human, and simply might forget to do it later.

So, rather than remembering to interrupt your 10th turn from now, you annex the city and set it to building the courthouse. Nothing to remember, no turn interruption, the game will alert you when the city is ready for its next order. I don't normally recommend playing this way just off the next action button; You will catch a lot of mistakes by stopping at the end of each turn and asking "is anything wrong? Everyone else has already covered the few times when it might be ideal for your gameplay to annex the city immediately, but those are sadly exceptions.

So, if you want to play your BEST, you'll have to puppet the city and somehow remember to check back later to annex it. I recommend keeping notes as you play of things you need to do in the future, write down what turn you're on and what turn you want to check back, and check your list before the end of each turn when you ask yourself the questions I mentioned above. If you're annexing cities, that means you're conquering cities, and if you're conquering cities, that means you're at war.

The advantage of Annexing a city is that you are then able to rush-buy units from that forward point, which will in most circumstances take less time than moving a unit from one of your production cities up to the front. If you're fighting a cross-continent war, for instance, you probably want something like this ASAP because your production is going to be particularly far from the battlefront.

One trivial example: You're a landlocked civilization maybe even just a single tile away from the ocean , but are in need of naval units and have just captured a coastal city. You would want that city to start cranking out units as soon as possible, so annexing it immediately is the only thing that makes sense.

Now remember that factors which decrease your unhappiness from the number of cities work the same way towards the unhappiness from captured cities. The downside is that doing so will cost time, production and food to be spent on building a Settler , as well as time for moving the Settler to such position and founding the city, and that razing a city will also destroy all of the remaining Population and buildings, including wonders, in addition to leaving the area it inhabited unclaimed, requiring radical border growth that will cost a lot of time and money, and may potentially result in another civilization placing a city in the location before it can be reclaimed.

Certain conditions will prevent a city from being razed. City-states and annexed cities that were once the original Capital s of civilizations cannot be razed. This is so you cannot prevent a civilization from being liberated by destroying all their cities. In addition, the Indonesian civilization's unique ability guarantees the first three cities founded on continents other than ones containing other Indonesian cities cannot be razed.

Additionally, founding a religion makes the city where it was founded impossible to be razed, as the city becomes holy for that religion. Alternatively, the player may also choose to disallow city razing by checking in "No City Razing" in the Advanced Game Options before starting the game.

Liberating a city means that the city you capture will be returned to its original owner, after which it will immediately be added back to its owner's empire as a settled city, allowing its owner to immediately have full access to the city's resources with no cost to happiness and no resistance. When hovering over a city before attacking it, the tooltip will mention the liberation bonus, if liberation is possible.

The player who eliminated a particular civilization can't liberate its cities later on. When a city is liberated to an extinct civilization or city-state, they will be back in play, and they will vote for the liberator when the United Nations or World Leader election occurs, no matter how their relationship is at the time of the vote, provided they are still in play.

You can liberate cities of extinct civs even if you were at war with them when they lost their last city. In case the city has been liberated more than once, the latest liberator will get the vote. A city can only be liberated upon the capture. If another option is chosen, it will no longer be possible to liberate the city unless it is captured again. It is also not possible to liberate a city when you capture it from its original owner, making it impossible for the player to resurrect a civilization they conquered completely unless another civ later captures one of the extinct civ's cities from you and you then capture it back.

In vanilla Civilization V , liberating a city is possible only if the city was part of an extinct civilization or city-state. In order to "liberate" a city originally belonging to an existing civilization, it would have to be puppeted or annexed and then gifted to its original owner. Unlike in vanilla, bringing a civilization back from the dead no longer guarantees diplomatic support from them. Liberating a city-state will immediately start an alliance with the liberator and give the liberator a lot of Influence.

I have the complete version they had on sale a few weeks back. While it's burning down, it is still your territory and you can upgrade units, heal ships, etc. If you are really brave or careful you can even station aircraft there -- but better move them out when the population gets down to 1.

No, No, No, No, No. Whoever told you just to have was wrong. Let me put it in math terms. Pharnham View Profile View Posts. Raze the small, useless cities. Puppet the good ones. I would only annex a city for a very specific reason, such as I have three landlocked cities and I'm taking a capital with lots of wonders on the coast to be my maritime city. I rarely have more than four non-puppet cities.

Last edited by Pharnham ; 29 Jan, pm. Per page: 15 30 Keep it if valuable resources are within its borders, such as unique Luxuries you do not yet have access to or Strategic Resources. Capitals cannot be Razed. While it would be foolish to Raze Cities that have Wonders inside, given you will get their benefits, the situation may arise. Know that when you Raze a City any Wonders inside will be lost forever with no one able to rebuild them, just as many have been destroyed historically.

Great Works will be lost, too, if you're unable to move them to another City. If you want a City for Strategic or Luxury Resources alone, be aware that you can choose to Raze it, drop its Population down and choose Stop Razing when it gets to the level you desire - say, 1 Population so that you get the Aluminum or Oil nearby, control the land, and have a minimal happiness hit to your Empire.

To Stop Razing, simply select it on the City Screen. Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.

Capitals cannot be Razed, but bad Cities should! Are you sure you want to report it? Redmond Jennings says A favorite trick of mine is to pulverize a city and let a City State do the actual conquering. Unless it's a capitol they'll immediately start to raze it, all without me taking the happiness or war criminal hit.

Sweetnuts says I'm a little confused You say not to annex a city immediately because it will be unable to produce anything, so what do you do with it until you annex it? How do you build a courthouse if you don't have direct control over the city? While in Resistance, the City is completely useless.

It will be in resistance as many turns as the Population sits after the conquest. After Resistance is over, you can Annex the City by clicking it and have it build a courthouse, or simply buy one for Gold. If you tried while it was in resistance, it would have??? Turns to complete and give your Civ nothing but extra Unhappiness and increased Social Policy costs.

Puppet it until resistance ends, then you can annex it and build a courthouse. Or leave it a puppet.



0コメント

  • 1000 / 1000