I don't think your appraoch to culture flipping could work on its own. Rather, it would require core changes to the way the game handles culture in general, as well as population and unhappiness. As a standalone addition to Civ3, I am not in support of your idea, but I find it a bit more pragmatic now that you say many other things would have to change. That makes sense to me.
There are logical reasons for the population elimination features, but unfortunately there are also loopholes behind many of them. Before you can implement any kind of feature dependent on population, culture or not, these would need to be closed. However, as you said, this is a topic for another thread.
I appreaciate the summary you gave of your three points; I'll try to work from that.
1) Regarding military dissapearance. I don't really have a problem with the way it is currently implemented, but it is also true that there exist better ways to implement it. I'll get into that in my final point.
2) Regarding population flipping. Besides the current measures in Civ3 to make this useless, my feeling is that this would be too slow. A culture flip is the result of poor culture, close borders, and a far capital. If you make culture flipping a long term process, I can change all 3 of those factors before a city even comes close to flipping. Although a capital change would only be used in the most dire of circumstances, I could easily rush build cultural improvements in the city to push out its borders, or rush improvements across the empire to raise national culture. All of this would be easy to do... culture flipping would be all too easy to stop, since it is a gradual process.
3) Partisan warfare is negative in two ways in my mind. The issue of military prevalence I shall cover at the end, but the second issue is simply that partisans would never stand a chance. If the partisans don't get to move the first turn, it is likely I can bring in sufficient re-enforcements to crush the revolt (especially if the partisans are as comparitively weak as they were in Civ2). When the age of railroads is reached (and due to the factors of culture flipping, most flips happen at that time anyway) the problem is compounded because I can now bring in the entire bulk of my empire against a handful of partisans around one city. Combined with drafting, it would be almost impossible for a revolt to actually stick.
On the other hand, the partisans could get their turn first. Alright, so it gives them the chance to attack and maybe take the city... but keep in mind that the process is so gradual that by this time the player knows where the trouble spots are and fills them all with military units. He's got plenty of time to await the partisans; there is no surprise to the attack because he knows the only reason population flips is when there is a dangerous culture gap. No player, unless he is severely deficient in units, will be caught with his proverbial pants down by a flip. Again, when railraods come around it only gets worse, because he can move the entire bulk of his forces to the city as soon as flipping may be near, and move them back after the partisans strike and die.
My final point is the idea of military dominance in Civ3. Now, I am aware that many do not like Firaxis' approach in doing so, but it is irrefutable that culture was added to make warfare not as prevalent. I won't debate the validity of that issue here; what is simply is, and this is a thread on solutions to culture flipping.
Your proposed model weighs the actual flip of the city on the military presence. If the military presence is weak, the city revolts without a big fight. Solution? Garrison more soldiers. If the military presence is strong, the city generates partisans. Solution? Garrison more soldiers to fight off the partisans. It makes little difference how the recolt is carried out, the answer is always to use more soldiers and more force. Whether it appeals to you or not, this model increases the role of force up to Civ2 levels; perhaps further. If we intend to just "change" culture flipping, and not the entire point and attitude of the game, this is not a viable solution.
There are logical reasons for the population elimination features, but unfortunately there are also loopholes behind many of them. Before you can implement any kind of feature dependent on population, culture or not, these would need to be closed. However, as you said, this is a topic for another thread.
I appreaciate the summary you gave of your three points; I'll try to work from that.
1) Regarding military dissapearance. I don't really have a problem with the way it is currently implemented, but it is also true that there exist better ways to implement it. I'll get into that in my final point.
2) Regarding population flipping. Besides the current measures in Civ3 to make this useless, my feeling is that this would be too slow. A culture flip is the result of poor culture, close borders, and a far capital. If you make culture flipping a long term process, I can change all 3 of those factors before a city even comes close to flipping. Although a capital change would only be used in the most dire of circumstances, I could easily rush build cultural improvements in the city to push out its borders, or rush improvements across the empire to raise national culture. All of this would be easy to do... culture flipping would be all too easy to stop, since it is a gradual process.
3) Partisan warfare is negative in two ways in my mind. The issue of military prevalence I shall cover at the end, but the second issue is simply that partisans would never stand a chance. If the partisans don't get to move the first turn, it is likely I can bring in sufficient re-enforcements to crush the revolt (especially if the partisans are as comparitively weak as they were in Civ2). When the age of railroads is reached (and due to the factors of culture flipping, most flips happen at that time anyway) the problem is compounded because I can now bring in the entire bulk of my empire against a handful of partisans around one city. Combined with drafting, it would be almost impossible for a revolt to actually stick.
On the other hand, the partisans could get their turn first. Alright, so it gives them the chance to attack and maybe take the city... but keep in mind that the process is so gradual that by this time the player knows where the trouble spots are and fills them all with military units. He's got plenty of time to await the partisans; there is no surprise to the attack because he knows the only reason population flips is when there is a dangerous culture gap. No player, unless he is severely deficient in units, will be caught with his proverbial pants down by a flip. Again, when railraods come around it only gets worse, because he can move the entire bulk of his forces to the city as soon as flipping may be near, and move them back after the partisans strike and die.
My final point is the idea of military dominance in Civ3. Now, I am aware that many do not like Firaxis' approach in doing so, but it is irrefutable that culture was added to make warfare not as prevalent. I won't debate the validity of that issue here; what is simply is, and this is a thread on solutions to culture flipping.
Your proposed model weighs the actual flip of the city on the military presence. If the military presence is weak, the city revolts without a big fight. Solution? Garrison more soldiers. If the military presence is strong, the city generates partisans. Solution? Garrison more soldiers to fight off the partisans. It makes little difference how the recolt is carried out, the answer is always to use more soldiers and more force. Whether it appeals to you or not, this model increases the role of force up to Civ2 levels; perhaps further. If we intend to just "change" culture flipping, and not the entire point and attitude of the game, this is not a viable solution.
Comment