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A Captured City - How to prevent Culturely Losing it?

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  • #16
    Get out of that silly democrazy/republic and choose a real govt that can POP RUSH!

    -4 citizens, +1 temple... Who gives a damn how happy they are? Besides, those pop rushing govt's have lots of MP's. You're troops may as well shut the bastards up while they are preventing the flip.

    DRAFTING is always fun as well. -pop, +troops. Play that formula to your advantage.

    Starving takes too long, I want those citizens gone NOW!

    So, I attack a size 15, size 14 upon capture, size 12 by end of resistance due to starvation, THAT TURN: - 2 (or more) to drafting, -2-4 for temple (rel/non), poof size 6-8 city that's allot less likely to flip.

    Take that, you food navi's, I got your 'pop is power' right here.

    (This is assuming a remote city that's all but worthless in terms of production. All cities of production value should be conquered before the culture formula becomes an issue.)

    Attacking a size 20+? So you pop a colliseum instead of a temple...
    Last edited by UnOrthOdOx; September 16, 2004, 09:30.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

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    • #17
      Originally posted by vmxa1 A few aids are to cut roads to the capitol, place troops on tiles that are in the cities cultural borders. Rush temples and libs and have a connection to your capitol.

      This can be an airport/harbor or road.

      I also rush workers or settlers from the city to shrink it down and off course place all or nearly all citizens on specialist work to starve them down.
      Does cutting the road to AI capital help? It certainly makes sense. I wonder if the makers of this culture flip calculator have included this into their calcs. Also, does it work having garrisoned units occupy city tiles other than the city itself? I thought they had to be in the city.

      What type of garrisoned units should be used? For example, do musketman, cavalry and canon have the same effect?

      I usually starve them down and build temple/library or raze them, whichever makes more sense.

      If I decide to keep the city and end up losing a sizable army inside the city to a culture flip, I may just reload and keep my units just outside the city, so that I can recapture after it flips. I know that's cheating, but it's good gameplay I'm interested in.

      Someone else mentioned this already, but the way CTP handled this was much better. I don't mind a battle with revolters, in fact I might enjoy it, but to have them vanish like that is unacceptable to me.

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      • #18
        Originally posted by Shaka II
        What type of garrisoned units should be used? For example, do musketman, cavalry and canon have the same effect?...
        Any units that can be used as military police will do.

        ...Also, does it work having garrisoned units occupy city tiles other than the city itself? I thought they had to be in the city...
        One of the values in the formula is 'territory under foreign control'. Any of the 20 tiles surrounding your city that is either within the enemys cultural borders or held by one of his units is considered under foreign control.

        By placing units outside the city you prevent the enemy getting control over 'your' territory. By placing units on *his* territory(but still among those 20 tiles) those tiles get counted as *your* tiles. Units take precedence over cultural ownership
        Don't eat the yellow snow.

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        • #19
          Originally posted by bongo
          By placing units outside the city you prevent the enemy getting control over 'your' territory. By placing units on *his* territory(but still among those 20 tiles) those tiles get counted as *your* tiles. Units take precedence over cultural ownership
          I will try next time having my army spread over enemy tiles within the surrounding city tiles.

          I think that the culture flipping feature was well intended, but they didn't get it quite right for gameplay. Fighting someone with strong culture is hard, so razing or starving is usually the best. One problem with starving is the city manager seems to correct for my conversion of everyone to entertainers every turn. Does disabling the manager prevent this?

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          • #20
            The loss of citizens due to starvation always calls the attention of the governour, he will try to rearrange them to maximize food without rioting. To my knowledge this function can't be turned off.
            Don't eat the yellow snow.

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            • #21
              Would having 4 armies in 4 squares be as effective as 20 units in 20 squares?
              anti steam and proud of it

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

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              • #22
                Nope, but having them inside the city would be as effective as having 20 units there.
                Don't eat the yellow snow.

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                • #23
                  Lately, I plan ahead for city razing and have an equal number of settlers in the build cue, so that I can rebuild on the same or next turn. But that is in the mid game or after when the culture borders are closed and production is in high gear.

                  It would be nice if there was a work around strategy to prevent razing cities. It hurts when they have wonders, but sometimes there is no other option, such as overwhelming enemy culture.

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