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How long before a culturally overwhelmed city finally caves?

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  • #31
    I've gone back and loaded the save with the 20 units but alas it's quite a bit further on in the game than at that point.

    It was a recently taken capital entirely surrounded by the enemies culture, 100% enemy. It was defended with a mixture of archers and samurai in whichever age it is that gives you grenadiers and rifles.
    www.neo-geo.com

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    • #32
      That's quite possible then. Archer has a CG of 4, Samurai of 6, so if we assume 20 units with average strength of 5, your total culture garrison was about 100. It was in the Renaissance era (index 4), with very likely the state religion bonus for the AI. The capital would be a large city, maybe size 16, if not larger:

      City Strength = 1 + ((1 + 16 + (8 * 4)) * 100) / 100 = 1 + (49*100)/100 = 50

      Double it for state religion and it's 100 vs 100. Since this is all based on guestimates, it's certainly plausible.

      But if you had spread your state religion to that city, or had added just a few more units to it, you probably would've been able to keep the city, it must've been pretty close to the cut-off point. The RNG Gods do not seem to have liked you that day
      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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      • #33
        Huh. So, the cultrual strength of your empire as a whole has no effect? Interesting.

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        • #34
          Great info.

          What do you mean from the SDK, a certain file or a series of files?

          thank you for the details.

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          • #35
            many thanks Locutus
            anti steam and proud of it

            CDO ....its OCD in alpha order like it should be

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            • #36
              Originally posted by Platypus Rex
              many thanks Locutus
              Hey, he posted that A YEAR AGO, P.R.
              You trying to bump the thread, or sumthin'? (or is that a )?

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              • #37
                The SDK is the game client's C++ code, from which a person who understands C++ can get all the mechanics of the game.
                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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                • #38
                  I know what the SDK is, but I haven't opened it yet. I assumed the Cpp code was split into many files. Thus I was asking which file/class this code was in. If you all don't know, I'll find out later. But I thought it might be an impetus to get me to crack open the SDK and examine the code.

                  It sure explains why there is so little culture flipping.

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                  • #39
                    Ahh, sorry . I think CvPlot::doCulture() handles most of this stuff.
                    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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                    • #40
                      Cool, Thanks. That's what I needed as an prod to crack open the SDK.

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                      • #41
                        Hey, if you need another prod, just imagine any aspect of the game you don't really understand, and go find how it works . I find the code to be very well-organized, so it's usually pretty easy to find what you want.
                        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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                        • #42
                          Duh, how dense. An alternative to going into Cpp and changing the formula is to edit the xml file and change the GarrisonCulture value for units. Lower the numbers if you want more city flipping and increase the numbers if you want less. My guess is you only need to edit the CIV4UnitInfos.xml file. For those who don't know you can test this kind of interactively. C4 reads your xml files when you load the game. It does not reread them between turns.

                          Well, have fun civing....

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                          • #43
                            Well, it's different. You can change how much units affect the chance of revolts in XML, but you can't use the XML, for example, to make flips occur after the third revolt, or change some other finer details.
                            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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                            • #44
                              Agreed, that's why I need to get into the SDK. Besides I'ld like trying making the formula more complicated. But in case someone wanted to change the gross city flipping without going into the class, I thought I would suggest an alternative for them.

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                              • #45
                                Hmm, even more complicated, that could be interesting . I think that the exact mechanics of culture flipping are pretty much already among the most complex elements in the game.
                                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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