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Culture flipping and captured citizens

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  • Culture flipping and captured citizens

    Hello all! Delurking to post a question I haven't seen asked before (apologies if I missed a prior thread - did several searches prior to this post).

    Question is this: Is it possible to determine which citizens become workers or settlers when producing such a unit in a city?

    The reason I'm asking is that there are times I want to keep a city I've captured (because it has an important wonder, for instance), and I'm not in a position to quickly eliminate the entire enemy civ, but have some workers I can spare, at least for a while. I want to keep the city from culture flipping. Want to quickly populate the captured city with my own folks by adding my own workers to the population. Assume starving the locals/turning them into workers (without adding some of my own population) will take too long, and the city is in danger of reverting rather quickly. (this scenario mirrors a game I'm currently playing).

    One method is to shell the heck out of the city with artillery prior to capture, to kill local population off to a manageable level. Drawbacks: may be a probability of destroying the wonder I am attacking the city for in the first place, and is wasteful of the native population, which I would far prefer to turn into workers, either to build my infrastructure, or to add pop to and be assimilated into my other cities.

    The other method I can think of is to immediately send a bunch of my own workers into the city to tip the population scales in my favor, and then begin producing workers to bleed off the conquered population, add to my work force, and make the city more secure. But how to keep my newly added pop from becoming the workers I produce from the city?

    Make them entertainers? Specialists? Make sure they're the happy workers?

    Any helpful input sincerely appreciated!

    Nick

  • #2
    Actually, if I've interpreted Soren's comments on culture flipping correctly, adding workers of your own culture to a city makes no difference to the chance of a culture flip. Citizen-nationality wise, it purely depends on the number of foreign nationals in the city. Things to do:

    Add one military unit per foreign national, or two if they have built any cultural building there (chance of flip doubles until you have produced more culture in that city than the other civ). Other than eliminating the citizens, that's the only way to do it. Start pop-rushing as soon as possible, or getting out workers/settlers as fast as you can to reduce the occupying force.

    And I believe that if you add your citizens in they will also be the first to be removed.
    Fitz. (n.) Old English
    1. Child born out of wedlock.
    2. Bastard.

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    • #3
      Fitz -

      Thanks much! I had misinterpreted the criteria. Sheesh. Could have saved time and bandwidth by paying closer attention.

      Thanks again!

      Nick

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      • #4
        I should add that each square that is within your newly captured city's maximum resource area (the big-x) that is currently under another civs cultural borders will also allow for a chance of a flip. Again, 1 military, 2 if more culture from that civ in the city (it may not be the one that owned the city, in which case that may be moot) should negate the chance of a flip.
        Fitz. (n.) Old English
        1. Child born out of wedlock.
        2. Bastard.

        Comment


        • #5
          As far as I can determine this Culture Flipping crap is determined by the bean-counting AI, and the most important factors are proximity to the enemy capital, happiness in the city, and foreign nationals in that city.

          How dumb is it? I once was wiping out the Greeks, and they had one city left - their capital on a small island just off the coast. I had 24 cities. The greek city I just conquered fliiped to Greece because it was far from my capital and close to his. Of course next turn I razed it. Dumb and dumber.

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          • #6
            don't want to take up a new thread with this upcoming whine of mine. so i'm gonna stick it here.

            I have captured a city from purple...(the war is long since over
            I am now fighting the yellow years later).

            this city is now :
            5/8th roman
            there is 1 happy person and rest are content.
            governor manages the moods.
            its got a temple/ colesseum/marketplace/cathedral/hydro plant/aqueduct/granary/library and will EXPAND its borders in 1 turn.

            I capture 2 yellow cities and this city, i have gone on about ,REVERTS to purple!

            The kicker is that if i do not take those 2 yellow cities, the city does NOT revert but it expands its borders like it should have.

            Do this a few times (reload) and the pattern repeats.

            Its a pattern if you watch for it...careful what you take cause the firaxis gods will punish you if ya take too much. grrr!

            /end whine.

            (i whined cause i did not save at the end of that turn and it was too much work to go back = ))

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