Can a default be considered an exploit?

ck07

Mud Mover
Joined
Dec 24, 2007
Messages
180
:hmm:

Once I discovered the "culture flipping after conquest" option, it began to be seem to me that NOT using it was so powerful as to amount to an exploit.

All you warmongers, do any of you try to do it with CFAC enabled?
 
It depends on which way they are flipping. If AI 1 takes a city from AI 2 on your borders and it flips to you it is to your advantage. I look at it this way. If a city is taken through force of arms then it should be lost that way. What annoys me is revolts in cities you took from a vassal.
 
If AI 1 takes a city from AI 2 on your boarders it can still flip to you, no matter what the setting above ist. "No Culture Flipping After Conquest" only prevent flipping back to the previous owner (To any of the previous owners, if the city changed hands more than once.)

Also if you use NO culture flipping after conquest a couple of oddities occur - the game does not check if the city was ever conquered - it only checks if it was ever owned by someone - then a city can never flip back to someone who owned it in the past. Meaning that you can not flip back cities in a culture war, or theose that have been reassigned by the AP.

Hence i play with "Culture Flipping after Conquest" enabled, because i don't want to restrict the strategic possibilities. But i dont concider myself a hardcore warmonger.
 
If I take a city, I get the resistance and the "we want to join our motherland" unhappiness, reflecting the civil anger.

But why should the city be given back to the original owner, just because some big stone-gardens are built 4 tiles away?
My huge army ist sitting in the city, so it is mine, period. Try to take it from my cold, dead hands :D

Seriously, I always didn't like the way "culture" defines the boarders of an empire.
I would have implemented a different concept, maybe called "influence", where both culture and the military have a certain influence on a certain tile, determing it's owner (maybe hard to balance but more realistically)
 
If your huge army is sitting in that city, it will probably not flip anyway, as troops suppress culture revolts
 
@Refar
I (tried) to overstate in my 2nd paragraph a bit, I thought the smiley, the quote "from my cold..." and beginning the next paragraph with "seriously" would make that clear, oh well :sad:

The point that I wanted to make clear in a slightly humorous way that I'm not happy with the current implementation.
If you calculate the flip probability for a given situation, the number for garrison units to prevent flips can be ridiculous high (as the propability contains several multiplications, from which the garrisons are subtracted.

Even in the current implementation, how bad is a user interface that forces me to dig into the code to find out such basic things?
(and I would call losing a city or not losing it important)
 
Even in the current implementation, how bad is a user interface that forces me to dig into the code to find out such basic things?
(and I would call losing a city or not losing it important)
Yes, this i would sign as well.

Its odd - while in some areas the interface is good - intuitive and informative. In other areas - many basic and obviously needed informations/displays are missing. (Not to mention the "manual" :rolleyes:)
 
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