View Full Version : Why won't this city flip?


WaxonWaxov
Dec 05, 2005, 07:27 PM
It's been like this (0% Greek) for a while.....

http://forums.civfanatics.com/attachment.php?attachmentid=106442&stc=1&d=1133832445

nilsmo
Dec 05, 2005, 07:41 PM
I hope you didn't disable culture flipping... ;)

Zombie69
Dec 05, 2005, 08:02 PM
Did they take this city from you? Because captured cities will never flip back to their original owner, no matter how grim it looks.

Requies
Dec 05, 2005, 08:04 PM
It's been like this (0% Greek) for a while.....

http://forums.civfanatics.com/attachment.php?attachmentid=106442&stc=1&d=1133832445


Because it needs to revolt twice before it flips.

See this thread (http://forums.civfanatics.com/showthread.php?t=144304) for other obscure but useful information you might not know about.

Req

Zombie69
Dec 05, 2005, 09:17 PM
I think my explanation is more likely, because your answer begs the question : why didn't it revolt?

Also, these info may be obscure to you, but nearly 90% were obvious to me before reading your thread, and i hadn't even played the game yet! (so just from reading other articles, etc.)

salty
Dec 05, 2005, 09:18 PM
If Alex has Hereditary Rule, his garrison of 4, city size of 1 is probably keeping the one guy more than happy.

Zombie69
Dec 05, 2005, 09:25 PM
Is the cultural pressure only applied through unhappiness? I didn't know that. In that case, anything that increases happiness (even ressources) would be enough to prevent the revolt.

I thought it worked separately from standard happiness though.

nickciviv
Dec 05, 2005, 10:03 PM
i would have attacked that turns ago!

Requies
Dec 05, 2005, 10:46 PM
I think my explanation is more likely, because your answer begs the question : why didn't it revolt?

Also, these info may be obscure to you, but nearly 90% were obvious to me before reading your thread, and i hadn't even played the game yet! (so just from reading other articles, etc.)

Really.

You knew 9 of the following 10 just from reading other articles:

1) Gunships can cross peaks.
2) Ground units have a chance of interception when the airplane is attacking the square it's on OR an adjacent square (Note the OR part)
3) Animals Will not move into areas within National Borders (this includes if you found a city right next to them, they will move OUT of the Borders created).
4) We Love the King Days (WLTKD) occur in cities of size 8 or higher w/ no unhappy citizens and no food loss to health. Effect = No city maintenance for 1 turn.
5) City must revolt 2 times before flipping (it flips after the second revolt)
6) Defensive Pacts are nullified if either partner attacks somebody
7) Cease Fire - All units are vacated from each other's territory. However, either side can declare war immediately after it's declared
8) Wonders cannot be destroyed by nukes
9) Nukes never damage roads or rails.
10) If you wait too long to go back to a partially completed item, there will be a 'decay" of production over time.

If you say you do, either you spend WAY too much time on the forums (like 24 hours a day), you read different "articles" than I do, or you're mistaken.

Req

Requies
Dec 05, 2005, 10:51 PM
I think my explanation is more likely, because your answer begs the question : why didn't it revolt?

Also, these info may be obscure to you, but nearly 90% were obvious to me before reading your thread, and i hadn't even played the game yet! (so just from reading other articles, etc.)

Oh yeah, BTW, Argos is a GREEK city name, so it is EXTREMELY unlikely that they "took this city from him." Of course, I guess that's in that 10% that's NOT obvious to you (I guess not knowing Greek mythology is part of that).

ED: Oh yeah, therefore, you're explanation is NOT more likely. My answer does bring up the question of "Why didn't it revolt?" but it DOES answer the OP's original question. AFAIK, nobody yet knows how and when revolts occur.

Req

weimingshi
Dec 05, 2005, 11:05 PM
its a pop 1 city and got 4 units garrisoned in there, because of the high garrison vs. population ratio, the chance of revolt is extremely low. And as for captured cities won't flip, it only applies during war time. If you still at war with that civ, the city he captured or you captured will never flip, but once you sign a peace treaty, the chance of flip is there. A large garrison force reduces revolt chance significantly.

Bhruic
Dec 06, 2005, 12:22 AM
No, captured cities won't flip does not only apply during war time. A city you capture from an opponent cannot flip back to that opponent, unless you turned on the flag to allow it. It can flip to a different opponent, and it can experience revolts. The revolts will never lead to a flip, however.

Also, cities do not need to revolt twice before they flip. On the first revolt they won't flip. On the second revolt there is a chance they will flip. And on the third (and final) revolt, they will flip. This assumes, of course, that they are allowed to flip - otherwise they will just continue to revolt.

Bh

Requies
Dec 06, 2005, 12:47 AM
No, captured cities won't flip does not only apply during war time. A city you capture from an opponent cannot flip back to that opponent, unless you turned on the flag to allow it. It can flip to a different opponent, and it can experience revolts. The revolts will never lead to a flip, however.

I assume you mean back to THAT opponent, otherwise, you're contradicting yourself.

Also, cities do not need to revolt twice before they flip. On the first revolt they won't flip. On the second revolt there is a chance they will flip. And on the third (and final) revolt, they will flip. This assumes, of course, that they are allowed to flip - otherwise they will just continue to revolt.

Bh

Well, according to the Civilopedia, they need to revolt twice before flipping. Unless you're saying that the city won't necessarily flip after the second time or the Civilopedia is wrong (which could be possible), then, your statement doesn't really make much sense.

I THOUGHT that after the second revolt it flips, but I could be wrong (however, the only time I've had a culture flip, it WAS directly after the second revolt).

Req

Thalassicus
Dec 06, 2005, 04:14 AM
I actually knew everything but "1) Gunships can cross peaks." Never even tried that :) The rest can be found in the manual as well, which I always read through a few times after getting a game.

Also, the manual and civlopedia sometimes contradict each other, since they were finalized different weeks before the game shipped. So you can't know for sure whether what you read in the manual or civlopedia is correct without testing it in the game; either one might be more up to date. :)

Requies
Dec 06, 2005, 04:24 AM
I actually knew everything but "1) Gunships can cross peaks." Never even tried that :) The rest can be found in the manual as well, which I always read through a few times after getting a game.

Also, the manual and civlopedia sometimes contradict each other, since they were finalized different weeks before the game shipped. So you can't know for sure whether what you read in the manual or civlopedia is correct without testing it in the game; either one might be more up to date. :)

Heh, I didn't read the manual, though :p.... I know, I know. I'll get around to it sometime.

Req

Zurai
Dec 06, 2005, 08:25 AM
No, captured cities won't flip does not only apply during war time. A city you capture from an opponent cannot flip back to that opponent, unless you turned on the flag to allow it. It can flip to a different opponent, and it can experience revolts. The revolts will never lead to a flip, however.

Also, cities do not need to revolt twice before they flip. On the first revolt they won't flip. On the second revolt there is a chance they will flip. And on the third (and final) revolt, they will flip. This assumes, of course, that they are allowed to flip - otherwise they will just continue to revolt.

Bh

Three revolts doesn't guarantee a flip, either - it's just incredibly unlikely that the city won't flip. Each revolt after the first dramatically increases the chance of a culture flip, but as far as I can tell it's never guaranteed.

MrCynical
Dec 06, 2005, 09:41 AM
Unless I failed to notice a very early revolt I have had a city flip to me on the first revolt (since I'd hit it with a culture bomb this wasn't surprising). It does seem that a large enough ratio of garrison to population will prevent a flip entirely.

WaxonWaxov
Dec 06, 2005, 09:53 AM
It did flip eventually.

I think it needed a second revolt.

thanks.

Zombie69
Dec 06, 2005, 11:26 AM
Really.

You knew 9 of the following 10 just from reading other articles:

Maybe not these 10, but of the total posted in that thread, yes, 9 in 10.

1) Gunships can cross peaks.

Didn't know. Will probably never play with them anyway.

2) Ground units have a chance of interception when the airplane is attacking
the square it's on OR an adjacent square (Note the OR part)

Didn't know. Will probably never play with planes anyway. In civ 3, the furthest i ever got was cavalry and that was only once.

3) Animals Will not move into areas within National Borders (this includes if you found a city right next to them, they will move OUT of the Borders created).

Knew this.

4) We Love the King Days (WLTKD) occur in cities of size 8 or higher w/ no unhappy citizens and no food loss to health. Effect = No city maintenance for 1 turn. Besides, it's in the book.

Not interesting. The effect is too minimal. This won't affect my games.

5) City must revolt 2 times before flipping (it flips after the second revolt)

Knew this.

6) Defensive Pacts are nullified if either partner attacks somebody

Common sense dictates this. Also is in the book.

7) Cease Fire - All units are vacated from each other's territory. However, either side can declare war immediately after it's declared

It's in the book.

8) Wonders cannot be destroyed by nukes

In the book. But i'll probably never see nukes in my games anyway.

9) Nukes never damage roads or rails.

In the book.

10) If you wait too long to go back to a partially completed item, there will be a 'decay" of production over time.

In the forums. In the book also.

If you say you do, either you spend WAY too much time on the forums (like 24 hours a day), you read different "articles" than I do, or you're mistaken.

Req

True, i do spend way too much time on the forums!

Don't get me wrong though, i don't have a problem with your article per se, just with you presenting it as "obscure".

Zombie69
Dec 06, 2005, 11:29 AM
Oh yeah, BTW, Argos is a GREEK city name, so it is EXTREMELY unlikely that they "took this city from him."

I did notice that (and yes, greek mythology is a favorite interest of mine), however i thought he could have taken it from them and they could have taken it back. I thought this more likely than the revolt explanation, considering the amount of cultural pressure present.

nihil8r
Dec 06, 2005, 12:56 PM
a quality post

If you never use cavalry or planes I want to know how you finish a game.

Requies
Dec 06, 2005, 01:09 PM
Maybe not these 10, but of the total posted in that thread, yes, 9 in 10.

1) Gunships can cross peaks.

Didn't know. Will probably never play with them anyway.

2) Ground units have a chance of interception when the airplane is attacking
the square it's on OR an adjacent square (Note the OR part)

Didn't know. Will probably never play with planes anyway. In civ 3, the furthest i ever got was cavalry and that was only once.

3) Animals Will not move into areas within National Borders (this includes if you found a city right next to them, they will move OUT of the Borders created).

Knew this.

4) We Love the King Days (WLTKD) occur in cities of size 8 or higher w/ no unhappy citizens and no food loss to health. Effect = No city maintenance for 1 turn. Besides, it's in the book.

Not interesting. The effect is too minimal. This won't affect my games.

5) City must revolt 2 times before flipping (it flips after the second revolt)

Knew this.

6) Defensive Pacts are nullified if either partner attacks somebody

Common sense dictates this. Also is in the book.

7) Cease Fire - All units are vacated from each other's territory. However, either side can declare war immediately after it's declared

It's in the book.

8) Wonders cannot be destroyed by nukes

In the book. But i'll probably never see nukes in my games anyway.

9) Nukes never damage roads or rails.

In the book.

10) If you wait too long to go back to a partially completed item, there will be a 'decay" of production over time.

In the forums. In the book also.



True, i do spend way too much time on the forums!

Don't get me wrong though, i don't have a problem with your article per se, just with you presenting it as "obscure".


Ah, but you didn't SAY "in the book". You said just reading these forums. And not everyone reads the manuals (ahem, some even on this thread :mischief:). So, since you're supposed to be a perfectionist, I rest my case :D.

ED: Also, note what the OP said. Someone's feeling good :mischief:.

Req

Zombie69
Dec 09, 2005, 07:24 AM
If you never use cavalry or planes I want to know how you finish a game.

Try conquest and domination victories.

Or sometimes i'm so far ahead that playing any further to see the end is pointless, so i'll just leave the game because i already know the outcome.

Zombie69
Dec 09, 2005, 07:29 AM
Also, note what the OP said. Someone's feeling good :mischief:.

The only thing he said was "It's been like this (0% Greek) for a while....."

This, to me, means "long enough that it should have flipped by now". Leading me to believe that it was starting to sound like it never would. Hence i looked for reasons that would make the city never switch, rather than reasons that would make it take longer to switch.

All this is pointless though, since as we've found out later on, the revolt factor was the one that mattered.

WaxonWaxov
Dec 09, 2005, 09:51 AM
yea, my fault. I didn't know about the two revolt required thing. Another item that Firaxis forgot to put in the manual.