arg!

Thrawn

Emperor
Joined
Jan 30, 2002
Messages
1,740
Location
New Zealand
Units in a city that flips change side don't they? They don't just die do they? My reason for asking is that I just lost practically my entire offensive force when Seoul flipped back to the Koreans. :mad:

And how do others attempt to combat culture flips in recently conquered cities?
 
Here's my way:

After i capture a city, i save the game, and then end the turn, if it flips, i load the game, cuz i hate it so much when i lose 5 or 6 sipahi's to the French... Yes it is a sad way to combat it, but it suits me well.
(be sure "Preserve Random Seed" is turned off
 
The loss of units is a major design flaw that Firaxis is incapable of solving.
 
It is annoying, sometimes i'm tempted to turn the option off but i think that would take an important element out of the game, culture. It seems kind of weird that one citizen can take out 3 infantry when the whole babalonian army couldn't.
 
i h8 that that's why i spend a lot on culture. But i station most of my troops just outside the city. Iff it shoyld be attacked i can easily pull into the city..and when it deffects i can retake it without losing too many troops
 
if you shove EVERYTHING you have offensively unit wise into the city and fortify them I have read somewhere that acts as a form of Martial Law and the unrest reduces. the more units you have fortiftied, the quicker it drops. after a while there should be no resisting forces so its less likely to flip...... in my games anyway
 
forgot to add that I know this severely slows down your attack, so if you have alot of railway and its connected to the city in question you could move some units that aren't required into the city to acomplish the same thing
 
The loss of units does suck. :mad: The best thing to do if you want to keep a newly conquered city is to starve the resistors. Yes it's cruel, but whatever it's their own fault for resisting.
 
If you want to work out the chance of culture flips check out my utility:

Flip Calc
 
Yep, I was starving them, I'd only had the city for a couple of turns, and it was size 12 when I captured it, so it didn't do much. Maybe I should have fortified the units. Hmmmm. Oh well, too late now. At least I took their only saltpeter supply off of them. :D

I'll just have to sue for peace, rebuild, and conquer Japan instead. :tank:
 
You can use my flip calc too. Basically, try to build cultural improvements, and keep the city pop low (and happy).
 
The loss of units is a major design flaw that Firaxis is incapable of solving.

Not true! Obviously, units in a city that culture flip do die. Either that, or they are taken prisoner and put in jail. Otherwise, they would not allow the city to change hands.

Conquering another civ has risks that you should have to deal with. Do you really expect the conquered citizens to welcome you with open arms? There is a cost of leaving troops behind to see that those new citizens continue to produce food for your armies. There is a risk when leaving troops in a hostile environment. You can either put a bunch of troops there, or leave the city undefended, and retake it again. Either way, there is a cost and you have to decide how to spend your military budget. Nothing's for free.

This is another well-thought-out part of the game that users seem to complain about when it does not go their way, but seem to be perfectly happy when it does go their way. When your advisor says "The citizens of xxx have overthrown their oppressors and sworn allegience to you," how many times have you said "No thanks, we don't want them."
 
Originally posted by Godwynn
Here's my way:

After i capture a city, i save the game, and then end the turn, if it flips, i load the game, cuz i hate it so much when i lose 5 or 6 sipahi's to the French... Yes it is a sad way to combat it, but it suits me well.
(be sure "Preserve Random Seed" is turned off

:) Sure this will work. But it is not in the spirit of the game. :)

One thing, I see that has not been mentioned so far is artillery. An artillery (or catapault depending on the stage) barrage on the city before it is attacked and captured can easily reduce the population by half. (Sometimes I bring a city of size greater than 12 to 2.) That will reduce the probability of the flip to also half approximately. (In fact it will probably reduce it by more than half according annares' calculation if you have sufficient troops garrisoned.)
 
You need a lot to do that. I don't currently have the resources to do it either. My main core is on another island, luckily I managed to rush my fp on this island with a leader gotten from the short war with Korea. Its an archipelago map.
 
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