I already posted this in the thread "how to avoid cultural flipping when taking over cities" but I thought it should really be discussed in its own thread.
Many people (in particular Coracle who seems to have made an entire career out of it) have observed that cultural flipping is badly implemented, in particular because of the way entire armies simply dissappear.
Here are my thoughts on how CF should have been implemented (perhaps they could be in civ4):
(1) smuggling of produce/funds to other nation (some lost corruption&waste turns up in an enemy city as useful shields and gold)
(2) Some of the population flips: An enemy settler is created next to the city (on their go so it can move immediately). Obviously this can be stopped by stationing troops around the city (berlin wall).
(3) defecting units. one or two units dissappear and turn up across the border as traitor units. These convert-class units could be marked as such and might have a chance of flipping back. If the converts are the only units in the city then the city culturally flips. veterans have a low chance of conversion. Elites have almost no change of flipping. Elite* units never flip.
(4) sabotage by enemy patriots causes damage to units (perhaps one or two points of damage). This could result in the destruction of a unit. If there are no units left then the city CFs.
Many people (in particular Coracle who seems to have made an entire career out of it) have observed that cultural flipping is badly implemented, in particular because of the way entire armies simply dissappear.
Here are my thoughts on how CF should have been implemented (perhaps they could be in civ4):
(1) smuggling of produce/funds to other nation (some lost corruption&waste turns up in an enemy city as useful shields and gold)
(2) Some of the population flips: An enemy settler is created next to the city (on their go so it can move immediately). Obviously this can be stopped by stationing troops around the city (berlin wall).
(3) defecting units. one or two units dissappear and turn up across the border as traitor units. These convert-class units could be marked as such and might have a chance of flipping back. If the converts are the only units in the city then the city culturally flips. veterans have a low chance of conversion. Elites have almost no change of flipping. Elite* units never flip.
(4) sabotage by enemy patriots causes damage to units (perhaps one or two points of damage). This could result in the destruction of a unit. If there are no units left then the city CFs.
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