The diplomat on 13-06-2002 and I heidlejohn on
12-06-2002 proposed a different take on culture flipping. The original thread 'culture flipping: solutions only' morphed into a discussion on insurgent units.
What do others think about these proposals? Both of us hate the current lose a city immediately model.
Heidlejohn's culture flipping proposal is:
1) Increased unhappiness in the affected city including a pop up window saying that those citizens admire another culture a lot.
2) After N turns, more unhappiness with another pop up window. This will usually result in population loss when entertainers are created to keep the population happy.
3) After N turns, one citizen leaves the city and becomes a new unit - a colonist - and appears next to the closest culturally better city. That colonist can either join that or another city or start a colony, BUT it can not be a slave worker. This would be something along the lines of immigrants leaving to go to the 'new world' and create a better life for themselves in a different country.
4) Continued emigration until the last citizen leaves and turns off the lights, abandoning the city.
The diplomat on 13-06-2002 posted:
In terms of alternate ways to implement culture flipping, I would suggest doing it through pop migration:
the comp would compare culture of 2 neighboring cities. If the difference between the 2 is too great, then there would be a certain probability that 1 pop would move from the lower culture city to the higher one. In order to avoid the problem of teaching the comp how to move the pop unit from city to city (we don't want "refugee" units just aimlessly wandering the map, now do we?), I would have just have the comp imediately transfer the pop from the city to the other. One city would gain 1 pop, the other would lose 1. And the both civs would get a message telling them what has happened.
This should happen between any 2 cities, even 2 of the same civ. That way, you would have pop migration from culture inside your civ as well, as between 2 different civs. The reason would be that people yearn for cities with highest culture.
The advantage of implementing it with pop migration is that it would be slow. They would only lose 1 pop one turn, maybe 1 another pop 3 turns later. It would be gradual and more logical. The player would no longer lose an entire city all of a sudden which is the problem with current culture flipping.
12-06-2002 proposed a different take on culture flipping. The original thread 'culture flipping: solutions only' morphed into a discussion on insurgent units.
What do others think about these proposals? Both of us hate the current lose a city immediately model.
Heidlejohn's culture flipping proposal is:
1) Increased unhappiness in the affected city including a pop up window saying that those citizens admire another culture a lot.
2) After N turns, more unhappiness with another pop up window. This will usually result in population loss when entertainers are created to keep the population happy.
3) After N turns, one citizen leaves the city and becomes a new unit - a colonist - and appears next to the closest culturally better city. That colonist can either join that or another city or start a colony, BUT it can not be a slave worker. This would be something along the lines of immigrants leaving to go to the 'new world' and create a better life for themselves in a different country.
4) Continued emigration until the last citizen leaves and turns off the lights, abandoning the city.
The diplomat on 13-06-2002 posted:
In terms of alternate ways to implement culture flipping, I would suggest doing it through pop migration:
the comp would compare culture of 2 neighboring cities. If the difference between the 2 is too great, then there would be a certain probability that 1 pop would move from the lower culture city to the higher one. In order to avoid the problem of teaching the comp how to move the pop unit from city to city (we don't want "refugee" units just aimlessly wandering the map, now do we?), I would have just have the comp imediately transfer the pop from the city to the other. One city would gain 1 pop, the other would lose 1. And the both civs would get a message telling them what has happened.
This should happen between any 2 cities, even 2 of the same civ. That way, you would have pop migration from culture inside your civ as well, as between 2 different civs. The reason would be that people yearn for cities with highest culture.
The advantage of implementing it with pop migration is that it would be slow. They would only lose 1 pop one turn, maybe 1 another pop 3 turns later. It would be gradual and more logical. The player would no longer lose an entire city all of a sudden which is the problem with current culture flipping.
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