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Preventing Culture Flipping in High Corruption Environments

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  • Preventing Culture Flipping in High Corruption Environments

    So I usually have the problem later in the game that I conquer an opponent's main territory that has accumulated a lot of culture and has fairly populous cities. I want to annex these cities as part of my empire, but I don't want them to culture-flip back after a few turns (or worse, after a long time).

    Generally, if the cities are close enough to my capital and I am not too large, they will have a fairly low level of corruption and I can build some temples, libraries, or coloseums to start accumulating culture of my own.

    However, for those cities on my outskirts, how can I effectively prevent culture flipping? Sometimes I just sell all the improvements for whatever I can get and abandon the city to found my own. But of course, this is not an option with a city that has a Great Wonder, as I'd like to keep the wonder for myself.

    Sometimes I would disband units in those cities to build up quick infrastructure, but this can be costly if I disband all of my offensive units and a strategic sacrifice; it can delay subsequent wars until the next round of tech is available; slowing my overall expansion.

    Are there some techniques that I can use to prevent flipping?

    I have thought about the following:

    1. Depopulate the cities of their former inhabitats by building lots of settlers and workers. The new population growth will be my own citizens, reducing the chance of a flip.

    2. Population "bomb" them by instructing many of my native workers to join the cities, diluting the effect of foreign citizens.

    I haven't tried these.

    Do these work?

    Are there other techniques??

  • #2
    I reduce the population by taking all workers off the land and starving them down. This is cheaper than rushing workers/settlers.

    adding settlers to them might be a good idea (I have never tried it). It would be at least twice as effective as the above suggestion.

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    • #3
      Starve them down to 1 pop, build a temple or other cultural building epending upon your Civ's aprticular attributes.

      If you get that done before it flips, you have a better chance.

      But it all depends upon how much more (or less culture) that CIV has.
      *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

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      • #4
        You could always just disable cultural conversions when you start the game.

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        • #5
          another thing I like to do is conquer the enemy capitol

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          • #6
            Originally posted by gunkulator
            You could always just disable cultural conversions when you start the game.


            I never do this. Not sure why. It doesn't really factor into my game. But I think it provides a little more challenge for the human player, so I keep it in. I don't want the game to be too easy now.

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            • #7
              If conversions were limited to non-recently conquered cities, I'd leave it on, as I think it's an interesting concept along non-hostile borders. Watching recent conquests flip every other turn, though, is just kind of like spilling a bag of marbles and trying to gather them all up. It's always a city deep in my new territory, unconnected to the parent civ and any resources, staffed with a rifleman or guerilla. The city's going to be mine again this turn or next anyway, so why bother.
              Solomwi is very wise. - Imran Siddiqui

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              • #8
                Starve'em.

                Or, better yet, try your hand at Fascism or Communism, and rush cultural improvements like mad... it's amazing what 20+ pop can do for you.

                (Nasty warmonger tip of the day: When doing this, seed the build with a captured Worker first. In my head, it goes something like "Alright people, I'm gonna shoot this piece of cr*p worker in front of y'all, so you will work that much harder for me getting these buildings I want built, until you are DEAD DEAD DEAD." It's effective. )
                The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                Duas uncias in puncta mortalis est.

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                • #9
                  That's great except for the "two turns after you take it" flip.
                  Solomwi is very wise. - Imran Siddiqui

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                  • #10
                    Originally posted by Solomwi
                    That's great except for the "two turns after you take it" flip.
                    I've never had a flip that fast.

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                    • #11
                      Man, I have, and when I had dominant culture, to boot.
                      Solomwi is very wise. - Imran Siddiqui

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                      • #12
                        I just rush libraries and univs.

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                        • #13
                          My understanding of culture flips is that adding workers and settlers does not have any impact, it is the number of non-native pops that count, not as a proportion of total. This seems to me counter intuitive, and I used to pop bomb captured cities to try and avoid flips. I guess that it is only dependant on total native pops to avoid the human player doing exactly this.

                          There is a better and more detailed explanation in the strategy guide links and the top of the Strategy forum, and if i could post links to it, I would.

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                          • #14
                            Given number of groundtroops should prevent flipping, period. Not just "lessen the chance of flipping".

                            Something to add to cIV...
                            I've allways wanted to play "Russ Meyer's Civilization"

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                            • #15
                              Originally posted by The pirate
                              My understanding of culture flips is that adding workers and settlers does not have any impact, it is the number of non-native pops that count, not as a proportion of total. This seems to me counter intuitive, and I used to pop bomb captured cities to try and avoid flips. I guess that it is only dependant on total native pops to avoid the human player doing exactly this.

                              There is a better and more detailed explanation in the strategy guide links and the top of the Strategy forum, and if i could post links to it, I would.
                              settlers and workers should work. But you can't add captured enemy workers- they still retain the original nationality.

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