I am steaming right now cause the same thing just happened to me..
I had just taken Paris from the Japanese (who had razed the french a couple turns ago), and as anyone would do to quell the resistance, i put all my units in the city (around 6-7 units), for 7/10 citizen are in resistance. First turn, 2 resistants are quelled, all is good. Next turn, i send 2 cavalry to attack nearby enemy units, then proceed to come back, thinking, ok all is doing fine. Next thing i know, the city flips. Of course, i can't let that happen, so i reload to just after my 2 cavalry had attacked. I move them one square, rigth by the city, still the city turns.
Reload. I try every possible way of placing my units. Leaving only the wounded in the city, only 1 unit, no units at all (this had worked before), anything and everything. Still, the only thing that appears to prevent the city from turning is if the enemy attacks one of my units 2 squares from the city. Now i'm really puzzled (and mighty pissed off of losing so much time). It worked with either cavalry or a catapult being attacked. So after some 40 reloads (hehe..a guy has his pride..), i finally settle to lose the catapult instead of a cav.
Since the cities flipping are supposedly amazed by the enemy culture, wouldn't it make sense if the city had more chances of flipping if the said enemy can kill some of my units (cause this is clearly a point of superiority, not culturally but military-speaking). Instead, it turns only if the enemy cannot kill one of my units. Just doesn't make sense to me. And it leaves me amazed at the non-randomness of the calculations going in there.. anyone would care to advance an explanation??
-corv-
I had just taken Paris from the Japanese (who had razed the french a couple turns ago), and as anyone would do to quell the resistance, i put all my units in the city (around 6-7 units), for 7/10 citizen are in resistance. First turn, 2 resistants are quelled, all is good. Next turn, i send 2 cavalry to attack nearby enemy units, then proceed to come back, thinking, ok all is doing fine. Next thing i know, the city flips. Of course, i can't let that happen, so i reload to just after my 2 cavalry had attacked. I move them one square, rigth by the city, still the city turns.
Reload. I try every possible way of placing my units. Leaving only the wounded in the city, only 1 unit, no units at all (this had worked before), anything and everything. Still, the only thing that appears to prevent the city from turning is if the enemy attacks one of my units 2 squares from the city. Now i'm really puzzled (and mighty pissed off of losing so much time). It worked with either cavalry or a catapult being attacked. So after some 40 reloads (hehe..a guy has his pride..), i finally settle to lose the catapult instead of a cav.
Since the cities flipping are supposedly amazed by the enemy culture, wouldn't it make sense if the city had more chances of flipping if the said enemy can kill some of my units (cause this is clearly a point of superiority, not culturally but military-speaking). Instead, it turns only if the enemy cannot kill one of my units. Just doesn't make sense to me. And it leaves me amazed at the non-randomness of the calculations going in there.. anyone would care to advance an explanation??
-corv-
, in which case you deserve to lose it
But city-flipping, there is NO counter whatsoever, and it is so random that it can even wreck havoc on a SP game vs a pitiful AI. I cant imagine what it will do to this MP that is in the works, entire games will be decided by random (or broken pseudo-random??) dice rolls.
Imagine an evenly matched MP war, both sides have about 40 tanks or so, and its an even war until one loses 25 tanks to a city-flip. He has just lost the game, because of an uncontrollable event.
) but I always have loads of Cultural buildings in all cities, cos i like em right!
and the real fun begins. Modern times is when my warfare usually begins.
)
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