I agree that units, or entire armies, disappearing to culture flips is a problem with the current game . But, as for cities flipping in general , and the matter of culture , strategic resources, and other things added to the game; it seems that most who are complaining that they're there or make the game too hard are old civilization ii players who are shocked and crying that their old strategies aren't working so are suggesting its something very very bad. Coracle in another thread was good to bring up the point that its silly that a flip can destroy so many powerful units, but he burries this point in several paragraphs of rants about how culture is a sissy element in the game put in for no reason except to appeal to sissy people, and laces his message with strings of adjectives, rushed passages separated by commas, and capital letters. Maybe if you limited your complaints to something practical, the development team would have actually modified the game in that specific way instead of only the scenario option.
Culture has only incidentally to do with peaceful approaches to conquest, first in the obvious ways that everyone would agree with , with borders and resources ; but also with cities (city-states) having revolts and seceding, making it more difficult to control expansive empires. One should remember if a couple of border cities which were recently taken over flip; its similar to a soviet state reasserting independence from the USSR. Also there had often been unfixed, impermanent unestablished, or unfortified borders before strong nation states are established and where over time one can expect alignment with different cultures. For example, Texas was mainly Mexican before US territory encroached further west and many american immigrants moved to Texas; ultimately it decided to join America. Coracle, dont be silly, of course there is a 'historical' basis (it isnt really 'historical' its logical), even though it cant completely act in a way that it does in history, because the game model is unrefined compared to reality. In Alpha Centauri, any colony with significant civil disorder for significant periods would have a chance of revolting to join a different faction. But of course there is that one silliness in the way its implemented in the game--in one instance i had three armies full of strong units in a relatively small city and they were all completely doomed to vanish the next turn no matter what i did because of unhappy citizens. The civilization could never defeat these units by themselves through their own military.
But why bury this important complaint in non-organized BS rants about culture flipping in general. Im actually not disappointed that this option will be in the scenario editor because i think scenarios should have any flexibility a mod creator wants to give it. But i think its silly that people are trying to force important aspects of the game out because, most likely in many situations, their old strategies fail and its too hard for them, to the point where the development team has to do this.
The only unrealism and absurdity is the details like units lost which can be addressed themselves. Please let it go.
Culture has only incidentally to do with peaceful approaches to conquest, first in the obvious ways that everyone would agree with , with borders and resources ; but also with cities (city-states) having revolts and seceding, making it more difficult to control expansive empires. One should remember if a couple of border cities which were recently taken over flip; its similar to a soviet state reasserting independence from the USSR. Also there had often been unfixed, impermanent unestablished, or unfortified borders before strong nation states are established and where over time one can expect alignment with different cultures. For example, Texas was mainly Mexican before US territory encroached further west and many american immigrants moved to Texas; ultimately it decided to join America. Coracle, dont be silly, of course there is a 'historical' basis (it isnt really 'historical' its logical), even though it cant completely act in a way that it does in history, because the game model is unrefined compared to reality. In Alpha Centauri, any colony with significant civil disorder for significant periods would have a chance of revolting to join a different faction. But of course there is that one silliness in the way its implemented in the game--in one instance i had three armies full of strong units in a relatively small city and they were all completely doomed to vanish the next turn no matter what i did because of unhappy citizens. The civilization could never defeat these units by themselves through their own military.
But why bury this important complaint in non-organized BS rants about culture flipping in general. Im actually not disappointed that this option will be in the scenario editor because i think scenarios should have any flexibility a mod creator wants to give it. But i think its silly that people are trying to force important aspects of the game out because, most likely in many situations, their old strategies fail and its too hard for them, to the point where the development team has to do this.
The only unrealism and absurdity is the details like units lost which can be addressed themselves. Please let it go.
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