Taking a city isn’t some Sunday stroll; it’s a brutal, calculated operation. Forget fancy ranged units; you need boots on the ground. Only a melee unit can physically seize the city center. That’s the irrefutable rule.
Now, before you charge in with your first available swordsman, consider this:
- Garrisoned Units: That city’s likely packing a punch. Scout first! Use ranged units to soften them up, but understand they won’t finish the job. A well-defended city can bleed your army dry.
- City Health: It’s not just about the garrison. Lowering the city’s health makes the conquest easier, and dramatically reduces casualties for your precious melee units. Siege weapons are your friend here. Catapults are a classic choice, but bombardments from Trebuchets really pack a wallop.
- Strategic Positioning: Don’t just send your melee unit charging in solo. Support your main attacker with other units. Ranged units to provide cover, healers to keep your assault alive, and possibly even extra melee units to overwhelm the defenders. A coordinated assault is your key to victory.
- Unit Upgrades: A basic warrior is meat for the grinder. Invest in promotions, especially those that enhance combat strength and survivability. Those extra hit points and combat bonuses can mean the difference between a glorious victory and a costly defeat.
Finally, here’s a critical reminder:
- Don’t underestimate the enemy’s defenses. A seemingly weak city could be hiding powerful units or traps.
- Plan your attacks carefully, taking advantage of terrain and unit strengths.
- Always scout before attacking. Intelligence is key.
Can you capture city states?
City-states? Easy. They start neutral, giving you options. You can be a diplomat, showering them with gifts to boost your relations. Max out your favor, get them as allies – solid support for your empire. Or, you can go full conquest.
Capturing them is viable, especially if you’re playing as the Mongols. Their unique abilities make taking city-states a breeze. Think of it like this: city-states are quick wins, often providing early game boosts – strategic resources, powerful units, or even a juicy science boost. But there’s a trade-off.
Here’s the breakdown:
- Pros of capturing: Quick resource acquisition, strategic advantages, potentially crippling your opponents’ access.
- Cons of capturing: Negative diplomatic hits with other civs, potential for rebellion, and lost opportunities for alliance benefits.
Strategic Considerations:
- Assess the city-state’s value: Is it offering a resource you desperately need? Does its location give you a strategic edge? Or is it just a minor annoyance?
- Consider your diplomatic standing: Are you already at war with other civs? Taking a city-state might push you over the edge, attracting unwanted enemies.
- Weigh the risks vs. rewards: The rewards might be minor, but the diplomatic backlash could be significant. Think long-term.
- Consider your civ’s strengths: Mongols excel at rapid conquest, while other civs might find it harder.
Ultimately, it’s about adapting your strategy to the game state and maximizing your gains. Don’t just blindly conquer; think strategically.
How to capture cities in civ 5?
Alright guys, let’s talk city capturing in Civ 5. It’s not as simple as just throwing units at it. You need to whittle down a city’s health – think of it like its HP – to 1. That’s the key. Any melee unit, once the HP hits 1, can waltz right in and take it. Think of it like a final, decisive blow.
Important Note: Cities heal! Yes, they regenerate health every turn. It’s like a built-in repair system, constantly being patched up by the citizens. We’re talking roughly 10-15% of their total health per turn. That’s a pretty significant chunk, so a siege isn’t a quick affair.
Here’s the breakdown to make this easier:
- Siege Units are your friends: Catapults, Trebuchets, and Bombardments are crucial. They’re designed for chipping away at those city walls and reducing HP from a distance.
- Consider the terrain: Hills and forests provide defensive bonuses to cities, slowing down your siege and making it even tougher.
- Don’t forget the support units: Use ranged units to soften the city up even further before you commit your melee units to capture it. This minimizes losses.
- Timing is everything: A well-timed attack, perhaps when the enemy is distracted elsewhere, can significantly improve your chances of success.
- City size matters: Larger cities have more HP, making them significantly harder to take.
Pro Tip: Sometimes it’s more strategically sound to simply keep the city under siege, slowly weakening it. This allows you to focus your forces elsewhere and take the city with minimal losses when it’s finally vulnerable.
How do you capture cities in Civ 7?
Alright folks, let’s talk city captures in Civ 7. Forget the old ways; it ain’t about just smashing the city center anymore. Nope, you gotta systematically dismantle those fortified districts first. Think of them as the city’s armor – you need to chip away at each district’s hit points until they’re all zeroed out. Only *then* can you go for the kill and seize the city center. This means strategic unit positioning is KEY – you’ll want units with high attack power and ideally ranged attacks to avoid unnecessary losses. Remember to consider terrain advantages too; hills provide defensive bonuses, while open plains are perfect for your ranged units. Also, don’t neglect your siege units; they’re ridiculously effective against fortified districts. Prioritize districts that are lightly defended first, and consider using your ranged units to soften up enemy units before your melee units move in for the kill. Always remember to heal and reposition your units after engagements. Finally, taking a city isn’t just about brute force; consider diplomatic options and espionage, those might offer a quicker path to victory.
Pro tip: Focus fire on one district at a time for maximum efficiency. Don’t spread your forces thin. Coordinated attacks are your friend.
Another pro tip: Don’t underestimate the power of flanking maneuvers. If you can get units behind enemy defenses, you can significantly reduce the amount of damage your units take.
What city has been captured the most?
Jerusalem’s a notorious hotspot, a true veteran of conquest in gaming terms. Think of it as the ultimate raid boss – conquered and retaken an astounding 44 times! That’s not just a high score, that’s a legendary achievement. The sheer number of sieges (23!) and attacks (52!) speaks volumes about its strategic value throughout history. Its religious significance – a holy city for Judaism, Christianity, and Islam – makes it a prime target, a constant battleground throughout countless historical campaigns. It’s not merely about the numbers; each capture, each siege, represents a unique historical event, a pivotal moment shaping the world. The city’s resilience, its capacity to rise again and again from the ashes (destroyed twice, yet it endures!), is a testament to its enduring power and importance. Strategically, its location makes it a key control point, offering access to vital trade routes and territories, further adding to its value as a prize to be won, and lost, and won again.
How do I take settlers from city-states?
Alright folks, so you wanna snag a settler from a city-state? There’s only one way, and it’s a bit spicy. You gotta declare war. But here’s the catch: the settler has to be *outside* the city-state’s main city walls. If it’s safely tucked away in the capital, you’re out of luck. This is crucial. Don’t go to war unless you’re absolutely certain the settler is vulnerable.
Think of it like a lightning-fast raid. You declare war, snatch the settler, and ideally, you’re done before they even realize what hit them. The whole operation should be a single-turn affair. Declare war, grab the settler, maybe even grab the city if you’re feeling bold, then peace out. Any longer, and you risk serious retaliation. Their units will come swarming, and you’ll be in a much tougher spot.
This strategy’s all about timing and intel. Scout that city-state beforehand. Identify where the settler is located. If it’s not in a vulnerable position, forget about it. Picking a fight with a city-state is never a walk in the park, even if it’s a small one. Weigh the rewards against the potential diplomatic fallout and military cost.
Remember your victory conditions and your overall strategy. Is this settler really worth the trouble? Sometimes, it’s better to play nice and focus on growing your empire organically. Sometimes a risky maneuver is exactly what you need. This is high-risk, high-reward. Choose your battles wisely!
What naval units can capture cities in Civ 5?
Only melee naval units can capture coastal cities in Civ 5. This is crucial early game, where you might use early galleys or caravels for quick coastal expansion. Remember, they attack cities *directly*, unlike ranged naval units which only engage other ships. This makes them invaluable for surprise attacks or securing key coastal locations.
Later, while Carriers, Missile Cruisers, and Nuclear Subs are powerful, they *cannot* capture cities. Their strength lies in eliminating enemy fleets and providing powerful ranged support. Don’t get caught trying to siege a city with them; it’s a waste of their potent firepower. Focus those on softening up coastal defenses or eliminating enemy navies before sending in your dedicated city-capturing melee units, perhaps upgrading those early game galleys to something more powerful along the way, like battleships.
Strategic placement of your naval units is key. Think about protecting your trade routes with ranged units while keeping your melee units ready to pounce on undefended coastal cities. Mastering this naval micro is what separates good Civ players from great ones.
How to liberate cities in civ 5?
Liberating cities in Civ V is a nuanced mechanic, evolving across expansions. The core concept revolves around restoring captured cities to their rightful owners, but the method varies significantly.
Pre-Gods & Kings/Brave New World: A true liberation wasn’t directly possible. You had to puppet or annex the city, then gift it back to its original civilization. This cumbersome process often left the liberated city weakened, requiring considerable investment to restore its previous strength. Think of it as a painstaking reconstruction, a long and arduous process of rebuilding trust and infrastructure after a brutal occupation.
Gods & Kings/Brave New World and beyond: This is where things become much simpler! The introduction of the “Liberate City” option allows you to instantly return a captured city to its original owner, regardless of their current status – even if they’ve been eliminated from the game. The liberated city receives a significant happiness boost and enjoys immediate loyalty, reflecting the surge of patriotic fervor among its populace. It’s a powerful diplomatic tool, fostering goodwill and even turning former enemies into allies.
Strategic Considerations:
- Diplomatic Leverage: Liberating a city is a potent diplomatic action. It shows you’re not purely focused on conquest and can significantly improve relations with the liberated civilization. Consider this strategy to mend bridges after a conflict.
- Timing is Crucial: Liberating a city too early can leave it vulnerable to re-capture. Evaluate the strategic situation and ensure the former owner has the means to defend it.
- Resource Management: Don’t forget the cost of liberating cities. While liberating cities post-Gods & Kings is quick, you’re still sacrificing a city’s production potential. This can disrupt your own economic plans.
- War Weariness: Liberating cities can reduce war weariness for the freed civilization. This aspect can impact their capacity for further warfare and their stability going forward.
In essence: Early Civ V liberation is a complex workaround; later expansions streamline this into a simple but strategically powerful mechanic.
How do you make captured cities loyal in Civ 6?
Forget Golden Ages; they’re too slow for PvP. A Governor is your immediate solution. Assign a Governor with loyalty bonuses – ideally a Governor specializing in boosting loyalty, such as Magnus or Reyna. Their policies and building bonuses drastically outweigh any Golden Age effects. Focus on buildings boosting loyalty, especially those that provide amenities and housing, counteracting unhappiness which drives disloyalty. Prioritize those with strong loyalty bonuses in your governor’s promotion tree.
Don’t underestimate the power of your Great People. A Great Writer in a newly captured city can instantly boost loyalty through a policy card, while a Great General can provide substantial loyalty and defense. Use these strategically to quickly secure the city.
Beyond that, consider the city’s amenities and housing. Negative modifiers are loyalty killers. Building infrastructure to improve these is crucial – especially in cities with low loyalty. Focus on things that are quickly constructed. Quickly filling those needs trumps slower, longer-term loyalty boosters.
A key aspect often overlooked is your opponent’s actions. If they’re actively trying to destabilize your newly-captured city, you need to counter their actions. This might include suppressing their spies or quickly building defensive units. Remember, a quick victory negates many of these issues.
Lastly, be ruthless. If loyalty is consistently failing, razing a problematic city can free up your resources and prevent it from becoming a constant drain and source of unrest in your empire. This is especially effective in highly contested areas.
How to turn Towns into cities in Civ 7?
Upgrading a town to a city in Civ 7? Easy peasy, lemon squeezy. Don’t waste time fumbling around.
First things first: Select your town. Veteran players know this is crucial.
Second: Check the UI – specifically the left-hand menu. At the bottom, you’ll see the upgrade cost. Low on gold? Focus your production on gold generation, ideally with buildings providing gold bonuses. Consider trading excess resources for gold. A city is worthless without resources to grow it.
Third: Assess your upgrade timing. Don’t rush it! Upgrading too early can cripple your early-game economy. Analyze your production and gold reserves. Is this the best use of your resources? Or are you better off focusing on expansion or defense? Sometimes, delaying the upgrade offers significant strategic advantages.
- Consider your city location: A poorly placed city is a wasted investment. Before upgrading, ensure it has access to strategic resources, has a good growth potential (freshwater access, plentiful food tiles), and a defensible position.
- Think about your Government: Some governments provide bonuses to city growth. Align your government policies with your expansion goals for maximum efficiency. This is key to scaling your empire effectively.
Finally: Once you’ve got the gold and the strategy down, click that upgrade button. Boom, you’ve got a city. Now go conquer the world (or at least your neighbor).
How do you liberate a city in Civ V?
Liberating a city in Civ V hinges on the expansion pack. Pre-Gods & Kings, liberating a city originally belonging to a surviving civilization requires a multi-step process: puppet the city, then annex it, and finally gift it back to its original owner. This is inefficient, costing valuable time and potentially resources. It’s a strategy rarely seen at a high level due to the opportunity cost.
However, Gods & Kings and Brave New World introduce a direct “liberate city” option. This dramatically alters the strategic landscape, offering a powerful tool for manipulating the geopolitical situation. Liberating a city instantly grants it back to its original owner, regardless of their current status – even if they’ve been eliminated. This creates opportunities for powerful alliances, manipulating victory conditions, or weakening rivals through unexpected gifts of territory and population.
Consider the timing. Liberating a city late-game might be a generous gesture, forming a powerful ally against a common enemy. Early game liberation, on the other hand, might be a risky maneuver, as it can create an unexpected powerful neighbor. The strategic value depends heavily on the specific game state, the AI’s behavior, and your overall victory strategy. A skilled player will use this mechanic to create asymmetrical advantages and disrupt the opponent’s plans. It’s crucial to understand the cultural and economic implications of giving a city back – a seemingly benign act can drastically shift the balance of power.
What is the warmonger penalty in Civ 6?
In Civilization VI, warmongering isn’t a simple on/off switch; it’s a complex system impacting your diplomatic standing. The penalty isn’t a single, global number, but rather a negative modifier to your diplomatic relations with each civilization you’ve met. This means declaring war on one civilization will impact your standing with others, potentially creating a wider diplomatic crisis. Critically, the penalty only applies to the *initiator* of the war; being attacked doesn’t incur this penalty. The severity of the penalty is dynamic, scaling with factors such as the number of wars declared, the strength of your military, and the overall diplomatic situation. Consider your diplomatic standing before initiating aggressive actions – mending relationships after a war can be significantly harder and require considerable investment in diplomatic actions, such as sending gifts or completing joint projects. Think strategically; sometimes a well-timed, decisive war is beneficial, but a rash war can cripple your civilization’s long-term progress. You should carefully weigh the potential short-term gains against the long-term diplomatic consequences.
Furthermore, understanding the nuances of the warmongering penalty is crucial for victory. A successful warmonger needs to manage the diplomatic fallout effectively, perhaps by focusing on rapid victories to minimize the duration of penalties, or by strategically targeting civilizations with weaker diplomatic ties to the rest of the world. Conversely, a pacifist civ might exploit the warmongering penalties of other players to gain advantage through alliances and favorable trade deals.
Finally, don’t overlook the impact of grievances. These are separate from the warmongering penalty, but can further exacerbate the negative diplomatic impacts of warfare. Managing both the warmongering penalty and grievances is key to maintaining a sustainable empire and achieving victory in Civ VI, irrespective of your chosen playstyle.
Can a galley capture a city Civ 6?
Can a Galley capture a city in Civ 6? Yes, but it’s a long shot! While possessing Ancient Era combat strength, its offensive capabilities are weak. Think of it more as a coastal raider than a siege engine.
Why it *can* capture a city (barely):
- Low Production Cost: It’s cheap to build, meaning you can churn out several early on.
- Surprise Attacks: Against undefended or lightly defended coastal cities, a well-timed attack *might* succeed, especially if you can exploit a weakness or utilize flanking maneuvers.
- Early Game Advantage: In the early game, before strong naval units are available to opponents, a Galley might be the only unit capable of taking a vulnerable coastal city.
Why it’s usually a bad idea:
- Low Combat Strength: It’ll struggle against even basic coastal defenses.
- Vulnerability: Galleys are incredibly fragile against most naval units, and even land-based units can easily target them if they get close enough to shore.
- Better Alternatives: Investing in stronger naval units (like Frigates or even early-game Triremes) is far more effective for capturing cities. Galleys are better suited for exploration and coastal raiding (pillaging coastal improvements for extra gold).
In short: While technically capable, capturing a city with a Galley is risky and inefficient. Focus on its strengths: exploration and coastal harassment. Save your city-capture plans for more powerful units.
How do you liberate a city in civ V?
Liberating a city in Civ V hinges on the expansion pack and your strategic goals. Pre-Gods & Kings and Brave New World, liberation is a complex maneuver requiring puppetting or annexation followed by gifting the city back to its original owner. This is inefficient, often costing more in terms of time and resources than it’s worth. Consider the opportunity cost; those resources could be better spent expanding your own empire or consolidating your existing holdings.
However, the expansions drastically altered this dynamic.
- Gods & Kings and Brave New World introduce a direct “liberate city” option. This simplifies the process considerably, allowing you to instantly return captured cities to their original owners, regardless of their current status – alive or eliminated. This has significant implications for gameplay.
Strategic Considerations:
- Diplomacy: Liberating a city can significantly boost your diplomatic standing with the original civilization, potentially leading to alliances, trade agreements, or even shared research. This is particularly valuable if you’re aiming for a diplomatic victory.
- War weariness: Liberating cities can help reduce war weariness among your population and improve your overall stability, especially after a long and grueling conflict.
- Resource Acquisition: While liberating a city may seem like a selfless act, the indirect benefits can be substantial. Consider the boosted diplomacy, reduced unrest and potential for future trade agreements compared to annexation.
- Situational Awareness: The choice to liberate versus annex should always depend on the specific context of the game. Factors like proximity to your borders, resource richness, and the overall diplomatic landscape should inform your decision.
Advanced Tactics:
- Strategic puppetting: Even in later expansions, puppetting a city before liberation can be beneficial. This allows you to exploit its resources and production capabilities before handing it back. Note that this is a more advanced tactic requiring significant micromanagement.
What is the most invaded place?
Poland. The undisputed king of the invaded. Forget fleeting skirmishes; Poland’s history is a relentless cycle of conquest and reconquest, a brutal testament to its geopolitical misfortune. It’s not just *a* lot of invasions; it’s the sheer duration and frequency that sets it apart.
Consider this:
- Geographic Location: A flat, fertile plain, a highway for armies. Poland’s central European location made it a prize worth fighting over for centuries. No natural barriers offered significant protection.
- Power Vacuum Filler: Often caught in the crossfire between larger, more ambitious empires – a convenient buffer state to be conquered and reconquered.
- Partitions: Not just single invasions, but *partitions* – a systematic erasure from the map, divided and ruled by Russia, Prussia, and Austria. This wasn’t just conquest; it was a deliberate dismantling of Polish sovereignty. This wasn’t a simple war; it was a strategic, systematic annihilation of a nation.
Key Invading Powers (and their respective goals):
- Teutonic Order: Religious zeal and territorial expansion.
- Sweden: Control of the Baltic trade routes and resources.
- Russia: Access to warm water ports and strategic dominance in Eastern Europe.
- Prussia/Germany: Territorial ambitions and a desire to dominate Central Europe.
- Austria: Strategic positioning and the balance of power in the region.
The sheer number and lasting impact of these invasions make Poland’s claim to the title of “most invaded place” exceptionally strong. It’s not just a matter of counting invasions; it’s about understanding the enduring consequences of near-constant warfare and occupation.
Can naval units capture cities?
So, can your navy grab those juicy cities? It’s a bit nuanced. Basically, it depends on the unit type.
Ranged naval units, like your destroyers and cruisers, are all about long-range firepower. They can obliterate other ships, sure, but they can also pound coastal cities and land units within their attack range – provided they have line of sight. Think of it like this: if you can see it, you can probably shoot it. The exception? Submarines. Those sneaky underwater critters are strictly anti-ship; no city-capturing for them.
Melee naval units, though… *those* are your city-takers. We’re talking transports, battleships – the heavy hitters. They can engage in naval combat, of course, but they’re the only ones who can actually capture a coastal city. They’ll need to get close, but that’s the price of conquering.
- Key takeaway: Ranged naval units deal damage to cities, but only melee units can capture them.
- Pro-tip 1: Always consider the unit’s range and your vision. Fog of war can severely limit your ranged attack capabilities.
- Pro-tip 2: Don’t forget about defensive structures! Coastal defenses can significantly impact your chances of capturing a city, especially with weaker melee units.
- Pro-tip 3: Use support units! Bombardment from your ranged units before a melee attack significantly weakens the city’s defenses, making the capture easier and less costly.