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soldiers and cultureal conversion

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  • soldiers and cultureal conversion

    If city of the enemy if under your cultural influence and like more then 80% of the population in that city.

    However this city is full of army.

    On the other hand the city is surround by my culture so the army has no where to go.

    Can that prevent the cultural conversion of the city?

    I mean since the army must stay in the city, it has no where to go.

  • #2
    Is the question if the units in the city prevents cultural conversion, or is the question that you want to prevent the cultural conversion in order to keep the army there?

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    • #3
      Originally posted by Sarco View Post
      Is the question if the units in the city prevents cultural conversion, or is the question that you want to prevent the cultural conversion in order to keep the army there?
      no the question is if the unit prevent the cultural conversion.

      I have surround one the computer cities with my culture.
      They have no where to go since the city is alone there and surround by my culture.

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      • #4
        and what would happen to the unit if the city convert?

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        • #5
          the presence of units reduces the chance of a revolt, and therefore of convertion. The more units the less chance. A sizeable stack can make it very unlikely. So paradoxically, if you let the army out, the city will come to you, if you keep the army locked in there it woin't.

          As to what happens to the units, I think that if you are at war with the nation they are distroyed, but otherwise they relocate, but I can't remember for sure.

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          • #6
            I lost a city because of conversion in my first or second game and the army was indeed relocated to my own territory (I was at peace, yes).
            Blah

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            • #7
              Units do indeed reduce chance of revolts. The amount you need to reduce it to 0% depends heavily upon your culture presence.
              It appears to me that the first revolt is always put down but every unit present is damaged. And it appears to me that the second revolt always succeeds (city now belongs to the new owner) with the units present relocated. (Exception: By default if you conquered the city from say the Spanish, then you'll aways put down Spanish revolts there. This can be changed in the advanced settings prior to the game starting.)

              But troops do not help prevent foreign culture from gaining, which is the real root cause of things; troops are just a band aid. What you really need to do about cities having foreign culture problem is build things like Theaters, Libraries, Temples. Add religions so you can add more temples there. There's also a few buildings that will add 50% culture in that city and Free Religion & Free Speech both help.
              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
              Templar Science Minister
              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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              • #8
                Free religion - how does this help, i wonder? Because of the additional happy faces? Does that have anything to do with the revolt risk? Just asking - i really dont know..

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                • #9
                  Let's say a city has two religions present. Normally only your state religion provides culture. In free religion both religions provide culture.
                  It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                  RIP Tony Bogey & Baron O

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                  • #10
                    Oh - really ? Never thought of this at all... thx !

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                    • #11
                      Originally posted by rah View Post
                      Let's say a city has two religions present. Normally only your state religion provides culture. In free religion both religions provide culture.
                      What if you get a cathedral in free religion, does that also pass on the +2 happy faces that you normally only get if it was your state religion?

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                      • #12
                        I had a Viking city surrounded last night, and they had a 30-40 SOD in it and it was prevented from being converted - they subsequently used that city as a spring board to decimate me later on, I tried very hard to convert it. I had Open Boarders with them, they didn't move the units out - likely in an effort to retain the city.

                        I remember in Civ II you could convert a city if you had enough money via a spy. The spy's in Civ IV promote culture but I haven't found it to be enough to produce any sort of results (ie conversion)

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                        • #13
                          Haven't seen many cultural revolts at all since the 3.17 patch. The only ones I have seen are cities trying to revolt back to their original owners, a revolt doomed to failure unless you change it in custom game. Lack of revolts quite marked, whether or not the city being overwhelmed by culture has a large garrison.
                          No matter where you go, there you are. - Buckaroo Banzai
                          "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

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                          • #14
                            I think the 3.17 patch among other things trained the AI on how to largely avoid the revolts.
                            1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                            Templar Science Minister
                            AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                            • #15
                              Originally posted by joncnunn View Post
                              I think the 3.17 patch among other things trained the AI on how to largely avoid the revolts.
                              I think the problem then is that the AI seems to know EXACTLY where you are, and where you want to build - even early on, and does everything it can to stop you. it just doesnt seem right to me. the reason i had that viking city surrounded is because he plopped his ass down right on the precise tile i had a settler heading to build on in 3 moves - and it was right in the middle of my area - it was absolutely crazy - it didnt seem kosher thats for sure.

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