TheDS
Sep 25, 2005, 10:25 AM
My biggest gripe about Civ 3 (or all the Civ games for that matter) is that you get no warning that something bad is going to happen to your city. Things like riots, you would have to check EVERY SINGLE CITY to make sure there aren't too many unhappy people, or, next thing you know, the city is rioting. Civ 3 introduced the Culture-capture, but here you get no warning whatsoever that your city and all its troops are about to flip.
The first case - the riots - is easy to solve. When you hit END TURN, the game checks to see if there's a city that's definitely going to revolt and gives you a verification message, like "These cities are going to revolt next turn! What do you want to do? Ignore / Show me". If a city wasn't supposed to revolt, but during the course of the other players' turns is put into a position that it will revolt (population changes, improvement destruction), then it doesn't revolt until you've been given the warning next turn, and a chance to do something about it.
The Culture one is a little harder to do, since it's given a random chance of success each turn, but I think the way to do it is if that city succeeds at its task of flipping, instead of flipping, it will - next turn - give a warning message that the city is going to flip next turn unless you do something about it. Maybe you could add more units until you've reached whatever threshold was necessary to prevent the flip. But I don't think you should be allowed to remove any units already there, because they were "corrupted" and intended to flip. If you manage to avert the flip, then those units can behave normally (unless the city succeeded in its task to flip AGAIN).
I don't know what Civ4 is doing about this, but I hope that there is some kind of warning system in place to allow you to prevent sudden flips or riots or whatever.
Naturally, cities captured through enemy military action or espionage would be unaffected; you knew the risks of sharing a border.
The first case - the riots - is easy to solve. When you hit END TURN, the game checks to see if there's a city that's definitely going to revolt and gives you a verification message, like "These cities are going to revolt next turn! What do you want to do? Ignore / Show me". If a city wasn't supposed to revolt, but during the course of the other players' turns is put into a position that it will revolt (population changes, improvement destruction), then it doesn't revolt until you've been given the warning next turn, and a chance to do something about it.
The Culture one is a little harder to do, since it's given a random chance of success each turn, but I think the way to do it is if that city succeeds at its task of flipping, instead of flipping, it will - next turn - give a warning message that the city is going to flip next turn unless you do something about it. Maybe you could add more units until you've reached whatever threshold was necessary to prevent the flip. But I don't think you should be allowed to remove any units already there, because they were "corrupted" and intended to flip. If you manage to avert the flip, then those units can behave normally (unless the city succeeded in its task to flip AGAIN).
I don't know what Civ4 is doing about this, but I hope that there is some kind of warning system in place to allow you to prevent sudden flips or riots or whatever.
Naturally, cities captured through enemy military action or espionage would be unaffected; you knew the risks of sharing a border.