btw I am using the latest patch
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Damn Annoying Culture Problem
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Re: CULTURE FLIPPING SUCKS
Originally posted by Coracle
I've had borders flip over a GARRISONED FORTRESS and iron resource. And I'm just expected to leave??
What a joke.
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I am offended. How could that happen to a Roman? Did you feed Mars?
On a serious note, I still want to know just how the heck the citizens of Maintz (sp?) could destroy Patton's Third Army without Patton having something to say about it. You did say 14 units, right?
I hate like h*ll to say it Sn00py, but I haven't seen it in a looooong time. 1.07 in fact.
That is my line isn't it?(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
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Originally posted by Akron
I've had several instances where a city that i captured culturally flips even though the enemy civ is on a tiny island on the other side of the map.
Seriously, if there are 3 or more troops in a city, cultural flipping should very rarely happen.
It was the capital with Wonders in it. I understand these flip more easily because of the large amount of foreign culture they build up.
Sometimes a garisson of one works better then fifteen. I had a city flip once, then reloaded and moved everyone out except one. This time it stayed.
RobertA strategy guide? Yeah, it's what used to be called the manual.
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Originally posted by Sn00py
ok, I am roman, the white guys, the greeks are the green guys and as you can see my cities are much larger than theirs and this is just an island, this piece of land is not our main land.
Also you'll notice that Herakleia has rubber (one of two in the whole game), and since I didn't have any, I decided I better take it or get lost in time. So I thought I'll do it the 'nice' way, the american way; and culturally take their two close cities. First I investigated the cities to see how much culture they had and how much I might need in order to take them. They both had a temple and that's it for their culture. So I thought, great, I'll just build a temple, colleseum and a cathedral in both my cities and take them over that way. It never came to pass and time was moving on, so I thought stuff it, I'll go to war.
When I took that city, it was a size 4, coz I had used artillery on it.
I got order back in the city, built a temple on the next turn and thought it was mine forever. But on the next turn, it flipped back to Greece.
The only reason I didn't demolish the city is because I needed that rubber asap to hold off against the greeks when they start to mobilize (which didn't take them long ).
maybe the paris analogy was not a good one, but seriously, shouldn't my armies have the control of the people, rather than the people have control of my armies?
btw some might be wondering why I am not using my gfx, and that is becoz I am starting on the new one. so I have to reset the terrain gfx back to normal.
I should also add that in the scenario I just outlined, if you had twice the total culture of the Greeks, you would have only needed 8 units. If you had 3 times their culture, 6 units. 4 times, 4 units...Last edited by Soren Johnson; April 24, 2002, 11:14.- What's that?
- It's a cannon fuse.
- What's it for?
- It's for my cannon.
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Something wrong with your "n" Jon?
Soren, thanks for the answer. What about proximity to the capitols? Say their capitol is 12 squares away and yours is 24. Will that cancel out a 2 to 1 culture ratio in your favor?
The culture issue, btw, is why I think religious/militaristic is the best combo for war.
-Arriangrog 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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I like the way that culture flipping works.
It forces you to have to deal with the cities that you've just captured and not just take them over and then run on to another city the next turn. You have to spend some time, units and energy to hold the city rather than just have a massive blitzkreig across the continent. It adds another element to the game play that forces you to go beyond the attack, attack, attack strategy that is the hallmark of so many computer games.
Yes, it is annoying when you're running over an AI's civ and then have to turn around and retake a city or two, but it forces you to add more elements to your startegy and makes for a richer gaming experience. In my present game, two Russian cities flipped back during the same turn just as I was about to drive them off the continent. It bugged me and I lost the units that were garrisonned there, but it made me have change my short-term strategy to deal with it and added more to the game.
In terms of having a unit attack your garrison like in Civ2, it just means that you could ignore the problem if you're stronger than your enemy. The way it is, the game can throw you a curveball and force you to react in a way you didn't plan for. It makes it more fun.petey
-When in doubt attack. When not in doubt, attack anyways - it's more fun
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How much influence does a city's old culture come into play? Say a town only has a temple, but that temple is 1200 years old, thats alot of built up culture. I've seen that when a city flips that it resumes it's original cultural border. So after capturing a city, even rush building a temple and library, it will take a long time to equal the original civs culture.
For the record, I hate when a city flips, but snce I understand its a possibility, then its my own fault for not taking precautions against the flip. I havent had too much problem since 1.17. The worst I lost was a city with 6 heavily damaged units in it. Does the strength of the garrison units matter at all? Does a 1-hp remaning spearman count the same as a full strength elite mech inf?
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Originally posted by Soren Johnson Firaxis
well, it would be more useful to see a pic (or better yet, a save...) from just before the flip. If there are tiles of Greek territory in the city radius, they count just as much as citizens. So if there were four Greek squares in your radius and four Greek citizens, you would have needed 16 combat (don't count artillery) units (assuming your overall culture is at least equal to their's) to have no chance of a flip. Of course, the probability goes down with each unit added to the city. So if you had 14 units, the probability of a flip was probably < 1%. But it happens...
I should also add that in the scenario I just outlined, if you had twice the total culture of the Greeks, you would have only needed 8 units. If you had 3 times their culture, 6 units. 4 times, 4 units...
Also, in my latest game I have a city with 4 greek citizens (only) and four squares in zulu territory. Do 8 military units counter the flip chance to each civ, or do I need 16 (assuming no other factors)?Fitz. (n.) Old English
1. Child born out of wedlock.
2. Bastard.
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Originally posted by Arrian
Something wrong with your "n" Jon?
Soren, thanks for the answer. What about proximity to the capitols? Say their capitol is 12 squares away and yours is 24. Will that cancel out a 2 to 1 culture ratio in your favor?
The culture issue, btw, is why I think religious/militaristic is the best combo for war.
-Arrian- What's that?
- It's a cannon fuse.
- What's it for?
- It's for my cannon.
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Originally posted by Fitz
Soren, this seems like an afwully simplified desription compared to factors we were told affected flips in prior versions. Has it really been this simplified in game, where the only factors are other-civ citizens, other-civ squares, military forces, and overall civ cultural amounts? I believe other factors previously mentioned included distance to capitols, and city specific culture. It would be nice to know if building a temple is no longer necessary to prevent a flip (or even has any effect at all), just stocking up enough military.
Also, in my latest game I have a city with 4 greek citizens (only) and four squares in zulu territory. Do 8 military units counter the flip chance to each civ, or do I need 16 (assuming no other factors)?- What's that?
- It's a cannon fuse.
- What's it for?
- It's for my cannon.
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