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#81 | |
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Warlord
Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 182
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Quote:
Conquering at the speed the Mongols did is not possible in Civ 3, due to the inability to use enemy roads that Coracle seems to hate so much. However, it would NOT be good for game balance if you could replicate what the Mongols did: imagine the reaction if you could spend hours and hours building up a huge Civ (China) when someone suddenly came out of the blue and rolled over your empire before you could properly react? Last edited by GeneralTacticus; Jul 28, 2002 at 12:57 AM. |
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#82 |
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Game Developer
Join Date: Dec 2001
Location: Canada
Posts: 1,105
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Mongol Invasions
Just the thought of something exciting like a Mongol Invasion gets me pumped...
i think it would be great to see some devistating all out invasions in the game - something to make you go Oh SH*T! WTF! DA*N! I am TOAST! ![]() You know there is lots of fun in just surviving!
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#83 | |
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Warlord
Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 182
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Quote:
Last edited by GeneralTacticus; Jul 28, 2002 at 01:28 AM. |
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#84 | |
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Crusader
Join Date: Dec 2001
Posts: 1,603
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Re: Mongols would of been around if not for CF?
Quote:
But in Civ 3 you can move against a town with a hundred knights and it still will not surrender even if garrisoned only by a warrior. It makes no sense whatsoever. |
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#85 | |
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Warlord
Join Date: Dec 2001
Posts: 146
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Re: Re: Mongols and Culture Flipping
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#86 | |
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Warlord
Join Date: Dec 2001
Posts: 146
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The game Black/White
Quote:
It would have been nice for Civ 3 to adapt some of that programming. |
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#87 | |
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Kaiser
Join Date: Oct 2001
Location: Jovian System
Posts: 2,294
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Re: Mongols would of been around if not for CF?
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#88 |
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Smeee heeeeed
Join Date: Dec 2001
Location: Nottingham, central England
Posts: 1,672
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To Zouave:-
Are you still going ahead with your project to reduce or even eliminate culture-flipping? If so, could you please post your findings as I for one would be very interested in anything you discover. This is because somtimes culture-flips lead to 'orrible distortions when creating historical scenarios, so I too would like to have the ability to disable or remove this feature. For example, I wouldn't want any cities to flip in a WW1 or WW2 scenario. And I certainly don't want Muslim cities flipping to the invading Christians in a Crusader scenario! If you do find a way, then there will be other times when I'd like to apply your discoveries in reverse and INCREASE the chances of culture-flips! For example; I'm currently creating many new units for Exsanguination's 'Alexander the Great' scenario, and increased culture-flipping may be an ideal way of representing the fact than many Persian controlled cities, and the whole of Egypt, opened their gates and 'flipped' to the invading Macedonians without a fight in spite of their garrisons, which deserted to and were disbanded by Alexander because they were useless or he didn't trust them (the people of these cities were not queuing up to embrace Macedonian/Greek culture, it's just that they hated Darius and the Persian culture so much that they were willing to view Alexander as a liberator). Another time I'd like to increase it will be in a scenario I want to create about the Roman Civil Wars of the 1st century BC, where most of the cities of Greece, after a century of Roman occupation, 'flipped' to Mithridates VI Eupator of Pontus in 87 BC, while at the same time at the other end of the Mediterranean the Roman general Quintus Sertorius and the surviving veterans of Marius 'flipped' and joined the Spanish tribes, creating a new independant kingdom which held off all Roman attacks untill his assination in 72 BC. As you can see everybody, sometimes culture-flips are required, and sometimes they are not. So neither side in this long ongoing debate is 100% right or a 100% wrong. ![]() (BTW, I ment what I said....I WOULD like to find a way of reducing flipping for some scenarios. It's just that I'm so busy creating new units that I haven't the time to do the experiments myself. So please, let us know what you find. Cheers )
Last edited by Kryten; Jul 28, 2002 at 07:22 AM. |
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#89 | |
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Kaiser
Join Date: Oct 2001
Location: Jovian System
Posts: 2,294
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#90 |
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Game Developer
Join Date: Dec 2001
Location: Canada
Posts: 1,105
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OFF SWITCH NEEDED!
I wonder why the culture flipping feature doesn't have an on/off switch? Sure would kill this thread if there was
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TETurkhan Maps & Mods - Latest News TETurkhan Strategy Thread - Discuss Strategies TETurkhan Stories & Tales - Zion Ambition |
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#91 | |
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Smeee heeeeed
Join Date: Dec 2001
Location: Nottingham, central England
Posts: 1,672
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Quote:
.....the American Civil War (which is another historical scenario which is also under construction in Customization Forum). Again, culture-flipping, like respawning civilizations and pollution, would distort this scenario and so should be switched off. (I assume Kentucky would best be representented by a neutral 'nation').But Alexander the Great would be best with it switched on (and even increased). Sometimes flipping is a good thing, and sometimes it's a bad thing. It all depends....
Last edited by Kryten; Jul 28, 2002 at 10:03 AM. |
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#92 | |
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Kaiser
Join Date: Oct 2001
Location: Jovian System
Posts: 2,294
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Quote:
http://jeru.huji.ac.il/ef1.htm |
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#93 | |
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Chieftain
Join Date: Jul 2002
Location: New York/La gran manzana
Posts: 20
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Re: Re: Re: Mongols and Culture Flipping
Quote:
Last edited by whosurdaddy; Jul 28, 2002 at 01:01 PM. |
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#94 | |
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Chieftain
Join Date: Jul 2002
Location: New York/La gran manzana
Posts: 20
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Quote:
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#95 |
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Crusader
Join Date: Dec 2001
Posts: 1,603
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All I can say is I am playing with those values and after awhile I will become convinced if it works. Just one flip proves it DOES NOT work. It will take a number of games and many captured towns and cities not flipping to convince me. Patience, patience.
It would be nice if Firaxis deigned to tell us, but I likely wouldn't believe them anyway based on their track record. |
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#96 | |
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Chieftain
Join Date: Jul 2002
Location: New York/La gran manzana
Posts: 20
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Quote:
Then start the game, and immediately take one of the enemy cities with some of your units. Then simply wait 20 or so turns to see if the city flips (having captured a size 20 city, most likely with that many foreign nationals it will flip in a matter of a few turns). Then u can play around with as many options as needed in the editor and begin the scenario over and over again to see if you can avoid the city flipping. Here's the things I have done so far ----- I've tried reducing changing assimilation rates to 100% in the editor, so foreign nationals would hopefully assimilate immediately, thus reducing the chance of a culture flip, but this doesnt seem to work at all. I think it turns out that foreign nationals will only assimilate once u have more pop in the city than foreign nationals, and therefore u still have to starve foreign citizens, etc. in order to begin the assimilation process. As far as stuff in the culture tab, all u can do is set resistance chance to 0% so that hopefully u can begin adding your populaton members to the city in the hopes that the foreign nationals will begin to assimilate. But this still does not do much to help either. Despite all of these measures, my cities will still flip to enemy control in test scenarios that I have run. So basically, unless someone here is a programmer and figures out a way to mod the game with some special program or something, I believe that there's not much that can be done about culture flipping in the present 1.29 editor (gasp!). Last edited by whosurdaddy; Jul 28, 2002 at 05:27 PM. |
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#97 | ||
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Warlord
Join Date: Sep 2001
Location: United States
Posts: 172
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Quote:
I seem to have worse flip problems when fighting civs that have slightly lower culture, however possess a powerful military and great production/science. I believe they should increase how much it is based on culture and reduce how much it is based on anything else. The military advisor describes it as "they admire x civ's culture and so the people of x city deposed the governor and join someone else". Quote:
As it currently is culture flipping is unbalancing because of the staggering amount of units that can be slain this way. If multiple cities flip simeoltaneously it can severely hamper the war effort. I also believe that the destruction of all culture improvements in the city is completly absurd. It makes liberating the city much less useful. In the real world cities don't always lose their cuture all because they were captured. Just look at Paris or a ton of other cities. The fact that they get the city back, a free unit, and you have to lose units all over again taking it back is enough. |
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#98 | |
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Warlord
Join Date: Sep 2001
Location: United States
Posts: 172
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Quote:
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#99 |
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Emperor
Join Date: Apr 2001
Location: Chelles,12 miles from Paris
Posts: 1,260
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Zouave,as i said b4,my home city(Le Havre,Normandy) which was the 1st french harbour was razed within a night by the british air force.
Razing is far from being unrealistic. |
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#100 | |
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Chieftain
Join Date: Jul 2002
Location: New York/La gran manzana
Posts: 20
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Quote:
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