Jawz II
Oh Dear
dude, just disable culture, i havent played a single game of civ3 with the culture on, and its great
i think it adds to the fun and is also more realistic
i think it adds to the fun and is also more realistic
These are exactly the reasons why i choosed to capture the city rather than raze it.Doc Tsiolkovski said:On Deity, never capture an AI core city, unless it holds a wonder, or that Civ is about to be extinct very soon.
tR1cKy said:It takes way too much to build sufficient culture on a newly conquered town, even if you have thousands of quids to spend on rushbuild. And while you're busy cranking up temples and libraries, the AI knocks at your door and catch you with pants down.
First turn: all resistors. I activated the governor with "manage citizen moods" set to "yes". This is necessary to avoid civil disorder, which raise the flip chance.
Don't remember if i put the town to starve or not, but...
WackenOpenAir said:Not directly in itself.
It will however affect the distance from the city to the capital.
It will slow down the other civ's cultural growth, helping you in the future.
tR1cKy said:Do some math, how much time would be necessary for Antioch to compete culturally? 50 turns? 100 turns?
The serious flaw is that Firaxis didn't take into account the possibility of a failed revolt, a situation when the citizens revolt but the military garrison is strong enough to keep the city under its control. This would be the case of a size 6 city revolting against a occupation force of 20 military units. They should have no chance. A failed revolt should cause some garrison units to be wounded and/or killed and some populace lost. This would be a more intelligent and realistic model. A player could take into account the possibility of a revolt and reply with a large number of stationing troops, instead of praying the RNG gods to not screw up its whole game... as many people said, an Iraqi city as Baghdad of Falluja could revolt against USA troops. There will be many american troops killed and a lot of insurgent killed as well, but it would be ridicolous to think about 10000 soldiers simply disappearing into nothing.
@Willem: after reading my post while more calm, i realize i've been too rude. my apologies.
Willem said:I wouldn't have bothered with that, I'd just pull everyone off the land and start starving right away.
And I'd only have a small number of defenders in the city, with the rest parked just outside in case it flipped. In fact, I wouldn't even have bothered with that city, I would just have razed it. To much hassle to hold it for what it was worth.
Already tried. Sometimes it works, sometimes it doesnt.Dogmeat said:When you REALLY don't want a culture flip to happen, just reload an autosave and move 1 unit out from the city. This forces the game to get a new RNG value and you can keep your city.
IbnSina said:[rant]
I would like to go out on a limb here and indicate sympathy for tr1cky. I hate the RNG's guts. I don't hate it because it is random - we need and want that - I hate it because it has all the streakiness that uniform random variables are known for. I think the RNG should work on a normal distribution, or some other distribution with more central tendencies. Otherwise, again and again we find absurd streakiness leading to the destruction of our SOD by an archer and a spear, or cities with alleged flip probability 0.14% flipping and taking our stack of 21 knights with them (as happened to me a couple of days ago). I know this happens (after a fashion) in so-called RL; as someone pointed out, Iraq might flip into one or more Islamic republics. However, it will not take 150000 occupying troops with it when it does.
Some people might enjoy that, but I am aware of the rules and take all the precautions that others have discussed, yet I still get burned. When I do, it spoils the game for me. If there is one thing Firaxis should fix, it is the distribution from which the RNG draws. The normal distribution has a lot to do with the real world. It has a overwhelming quantity of theoretical and experiential verification behind it - the real world demonstrably follows normal distributions. Why can't the game mimic RL and use a NORMAL distribution?!
[/rant]
If provoked, I can arrange for a matching rave later...
Doc Tsiolkovski said:Btw, some players (Lkendter, for example) believe for the flip risk calculation it matters if there are foreign citizens in a city. So, a city that was owned by Civ A formerly has a higher risk to flip to Civ B than a genuine city of yours would have.
The Last Conformist said:Hm. I've heard several stories of cities flipping to a civ that didn't have any citizens or tiles in it, but there were other foreign nationals in it. Perhaps I should test and see if it's actually true when I get home today.