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Preventing Culture Flipping in High Corruption Environments

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  • #16
    Originally posted by Tattila the Hun
    Given number of groundtroops should prevent flipping, period. Not just "lessen the chance of flipping".

    Something to add to cIV...
    It's already there. I believe you can reduce the chance of revolt to zero for any city if you add enough troops.

    Someone made a calculator for this but I'm too lazy to find it.

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    • #17
      Hmm, I was under the impression, that the number of troops has quite small effect on flipping. I've had a SOD (a Lot) of tanks in 12sized enemy city... Which flipped. It was half of my friggin army!
      I've allways wanted to play "Russ Meyer's Civilization"

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      • #18
        Originally posted by Dissident
        another thing I like to do is conquer the enemy capitol
        So do most of us, but how does conquerig their capital help against culture flips?

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        • #19
          it should help right? They have to start from scratch in terms of their palace accumulating culture. Though other culture buildings in other cities will still retain their accumulated culture.

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          • #20
            Usually the capital jumps to the next "best" city which probably already has tons of culture.

            On occasion you can capture all around a land locked capital to prevent it from trading resources or luxuries. I did this once, although not by design. My attack on the capital withered and died, but I was able to capture the surrounding cities. WW was killing me so I sued for peace. Later I tried to trade for 1 of their 2 horses that they owned but I noticed that there were no luxs or resources of any kind available.

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            • #21
              The keys to avoiding culture flips:

              1) Remove "culture pressure" from the city in question. This means pushing back the other civ's borders via capturing or razing nearby cities. So if you go capture a civ's capital (high flip risk), make sure you get the surrounding ones as a buffer too. And of course rush a temple or library.

              2) Starve (or poprush) to 1pop, then let it repopulate.

              3) Have solid civ-wide culture yourself

              Or better yet, wipe out the civ you took the city from.

              HINT: if you face an opponent with a 1-tile island city (untouchable until marines), stop before you make that their last city, and demand it for peace. 20 turns later, wipe out the city you let them keep.

              -Arrian
              grog want tank...Grog Want Tank... GROG WANT TANK!

              The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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              • #22
                Arrian pretty much nailed it.

                Remember that building temples and libraries in a ton of recent conquest also does wonders for your own cpt total. It's amazing what a bout of warmongering can do for your culture.
                Why can't you be a non-conformist just like everybody else?

                It's no good (from an evolutionary point of view) to have the physique of Tarzan if you have the sex drive of a philosopher. -- Michael Ruse
                The Nedaverse I can accept, but not the Berzaverse. There can only be so many alternate realities. -- Elok

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                • #23
                  2 tanks outside the city. If it flips take it back.

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                  • #24
                    If you experiment with the flip calculator you will see that probably the most important factor is the number of tiles in the full 21-tile area of the captured city that are under AI civ control. The obvious strategy then is to squash resistance with a substantial garrison for the first 3 turns, then rush culture as quickly as possible to minimise the number of tiles under AI control. At that point, you will probably be able to eliminate the flip possibility by stationing a garrison of 10 or so inside the city. Of course, this assumes you are not too far behind in total culture compared to the AI civ in question.

                    Using this strategy you should generally be able to survive from turn 10 onwards.....but there's virtually nothing you can do to prevent a flip in the first few turns (apart from stationing re-capturing troops outside the city) unless you have sufficient garrison, which in some cases may be about 60 or 70.
                    So if you meet me have some courtesy, have some sympathy and some taste
                    Use all your well-learned politesse, or I'll lay your soul to waste

                    Re-Organisation of remaining C3C PBEMS

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                    • #25
                      Why don't you just rebuild you palace to a city that is betwen where the capital is now and the dense area of fringe cities?

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                      • #26
                        rebuilding a palace is a huge waste of shields . No enemy captured city is worth that.

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                        • #27
                          Sure, if you do it with shields.
                          Solomwi is very wise. - Imran Siddiqui

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                          • #28
                            Surely an army is more valuable

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                            • #29
                              It all depends. If I've already hit my limit on armies, not really. If I'm below my limit, but still have a few empty armies waiting for units, the overall efficiency boost may make the palace jump more worthwhile. If I'm playing peacenik ( okay, okay, just pretend for a second) or going for SS, the army is less valuable.

                              To be honest, though, I agree with you in most cases, and was referring to both leader rushing and disbanding and refounding the capital, the directed free palace jump.
                              Solomwi is very wise. - Imran Siddiqui

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                              • #30
                                Ah, that works too.

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