Ridiculous Culture Flip a Deal Breaker

Wasn't it Civ II that had the empire-wide flips? I seem to recall losing entirely one-half of my empire in a game.

I'm not quite sure since it has about 10 years since my last Civ 2 game, but IIRC in Civ 2 if the capital of a empire is taken it's risky it'd split in two, so you would lose about a half of your cities.
 
I'm not quite sure since it has about 10 years since my last Civ 2 game, but IIRC in Civ 2 if the capital of a empire is taken it's risky it'd split in two, so you would lose about a half of your cities.
in 1 and 2 you could have empire splits if the capital was taken (and if you were smaller than the civ and there was an open slot for another civ)

Good times. First time I saw that I was :eek::eek:
 
Since discovering Civ3 I have discovered food, sleep, and work to be largely optional

Quite right. This game is truly inspiring. If life is a fight, then C3C definitely endorses the idea.

Speaking of flips, my modest experience convinces that checking conquered cities each turn to make sure there are no unhappy citizens (turn them into entertainers or specialists) is usually proof against it. They might starve but you keep any improvements and once it's "secure" :lol: the pop will regenerate quickly. However IIRC there was one instance when ALL citizens were entertainers and it flipped anyway. (Maybe I shoulda worked at least one tile with a happy or content dude.)

Bottom line: DON'T station huge stacks inside; keep enough garrison to subdue resisters while leaving one or two outside to take it back should it flip. Otherwise it's useful to keep infrastructure (and wonders) rather than starting over with your own settlers.
 
Sorry, wrong topic.
 
Lost a knight army in my current game. It was my bad, I only had the army there.

Lost a cavalry army way later, today... + half of my invading force. I had been aggressively reinforcing forward to prevent this, starving cities, getting culture in the rear cities. I already took their main core, only one 4th level culture city left. It flips. I debate for the entire 5 minutes the turn took to load, and eventually I'm like ## it, this time I'm reloading. I don't to wait another 50 turns to fight the real enemies and have to use more units with longer turns with the same, or even easier, victory chance.
 
Changed my mind. Had to reload the autosave so that I would actually lose the city after all. Reloading to dodge a flip makes the game feel way too pointless.

I'm 11-16 on all the important demographics out of originally 31 civs (224x224). Maybe this game will be a challenge after all. Industrial era in 12 turns, late 1300s!
 
Changed my mind. Had to reload the autosave so that I would actually lose the city after all. Reloading to dodge a flip makes the game feel way too pointless.

Indeed. Either deactive flips in general. That makes the game way easier. Or tolerate flips but minimize the damage they do to you. In the turn you conquer a city it cannot flip. So your army is save then. After that only keop a minimal garrision in the city, something you are willing to lose. Move all important units foward to the next city until the enemy has no next city left and is eradicated from the game. No more inconvient flips than. :)
 
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