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What happens to Culture without (free) temples?

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  • What happens to Culture without (free) temples?

    I don't mean "free" as in "no-cost". I mean free as in "One tech to build" (and I play Bab so it IS free )

    I bought it yesterday but I haven't played yet (and "YES" it's killing me) but I've read and I get the impression that a captured city can "flip" on you quite easily. How do I quell the locals if it takes a specialist and a bunch of other things to build a temple?

    Tom P.

  • #2
    Would like some sugestions on this myself.
    Havent got the game yet (European's is as usual second rate customers).
    Lost sinse civilization 1.

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    • #3
      I just went a-conquering in my first game last night. As far as I can tell, here's what happens when you conquer a city:

      When you first conquer it, it is in "resistance"; you can tell this is the case because a) there is a little fist with a number next to the city name, and b) your cultural radius is zero. In this state, the city doesn't grow or build anything. The number next the the fist gradually decreases over time, and when it does, your cultural radius suddenly expands to new-city level, and your city acts in every way normal, even in terms of happiness. Now, the more military units I put in the city, the faster the resistance went away. As far as I could tell, once the city is out of resistance, it is no longer a substantial flip risk. I could be wrong about that, but that's what I saw.

      So, to answer your question, you don't really need to manage happiness in a newly-conquered city to keep it from flipping back--which is good, because without entertainers and without a "luxury" slider (the culture slider doesn't increase happiness), you can't make unhappy people happy very easily.
      mmmmm...cabbage

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      • #4
        Libaries and Obelisks are also good early culture producers.
        Solver, WePlayCiv Co-Administrator
        Contact: solver-at-weplayciv-dot-com
        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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        • #5
          Originally posted by Cabbagemeister
          Now, the more military units I put in the city, the faster the resistance went away.
          This is going to put a damper on military conquest, isn't it? How are you going to spread far and wide if you've got to leave units in each city you take?

          Originally posted by Cabbagemeister
          As far as I could tell, once the city is out of resistance, it is no longer a substantial flip risk. I could be wrong about that, but that's what I saw.
          I'm reading the instructions (for lack of being able to PLAY the game) and it says the city will flip if you are at war with it's original civ and it gets tired of it (WW gets too high). Which, it says, will happen quickly because they get real mad when you are at war with their orig civ.

          Originally posted by Cabbagemeister
          ...without entertainers and without a "luxury" slider (the culture slider doesn't increase happiness), you can't make unhappy people happy very easily.
          Then we're back to wrestling with unhappy people all day? That was the big issue with Civ2, you spent half the game making people happy. Hmm, looks like I need to get a better feel for what's happening during a game.

          Tom P.
          "If you are flamable and have legs you are never blocking a fire exit." - Mitch Hedberg

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          • #6
            Originally posted by padillah


            This is going to put a damper on military conquest, isn't it? How are you going to spread far and wide if you've got to leave units in each city you take?



            I'm reading the instructions (for lack of being able to PLAY the game) and it says the city will flip if you are at war with it's original civ and it gets tired of it (WW gets too high). Which, it says, will happen quickly because they get real mad when you are at war with their orig civ.



            Then we're back to wrestling with unhappy people all day? That was the big issue with Civ2, you spent half the game making people happy. Hmm, looks like I need to get a better feel for what's happening during a game.
            It looks like I was wrong--the culture slider DOES increase happiness. It's kind of confusing. It's important to note, however, that you don't get access to the culture slider until midway through the game when you discover Drama. Until then, you have to wrestle with unhappy people. It's not nearly as bad as it sounds, though, because unhappy people just stop working (i.e. you can't put them on a tile or make them a specialist); they don't cause the whole city to riot. It makes for a good balance, because you really, really want to avoid unhappy people, but the unhappiness is not crippling if you can't.
            mmmmm...cabbage

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            • #7
              So how do you do a Culture Rush?

              I love having 30,000 culture in my capital by the second age. I almost made it to 100,000 culture once. I was destroying the others with this. I had cities halfway around the world flipping. It was great!

              Tom P.
              "You don't have to be sweating and holding a basketball to enjoy a Gatoraide. You could just be a thirsty dude." - Mitch Hedberg

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              • #8
                As Solver mentioned, Obelisks are the (very) early-game Culture producers. In fact, that's their only purpose.

                Your capital generates Culture automatically because of the Palace, so putting an Obelisk in there is not such a good idea unless you really need that second border expansion a dozen or so turns earlier.

                After Obelisks, your Culture-generating building opitons are Temples and Libraries. They came at basically the same point in the tech tree. Libraries cost more but do not require a Religion to enable them.

                Another option for Culture in the early-game is spreading your State Religion. Cities that have your State Religion in them produce 1 Culture per turn. This is one of the "hidden" advantages of going for an early Religion.

                Oh, and Creative civs get +2 free Culture per turn in every city. This is not trivial with respect to warmongering (try playing as Kublai Khan).

                Generally speaking, unless you completely avoid building Libraries or Obelisks and completely neglect Religion, Culture should not be a problem for you when it comes time to go a-conquering. Getting a good cashflow is much more important in this regard, as capturing cities means more Maintenance.

                A balanced approach is often best.
                And her eyes have all the seeming of a demon's that is dreaming...

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                • #9
                  Originally posted by padillah
                  So how do you do a Culture Rush?
                  Try creating a Great Work (with a Great Artist) in a border town. Enjoy!
                  And her eyes have all the seeming of a demon's that is dreaming...

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