First off - thanks to Dan and the Firaxis guys for explaining an area of the game that was causing some confusion.
Apologies if I repeat some of the obvious (I haven't had time to read all the responses fully - but I think I picked up the flavor).
For those that are complaining about the culture-flipping being broken - I think they need to chill a little. Who's to say what the right 'formula' should be for this type of feature? It's surely a subjective arguement to say the garrisoning of military units should or shouldn't have a bigger impact than (for example) historic cultural scores? I'm please to see that the calculations that Firaxis are using are complex enough to produce a meaningful but unpredictable outcome.
Personally, I'd prefer that the precise algorithms used in a game are kept mysterious (other than a general guide as to the factors involved). I don't want to get to the point that the actions of a game are purely predictable with a list of formulas and a bit of arithmatic!
One thing that the whole aspect of cultural flipping does make me review, is my policy on relocation my Capital. Usually its something I consider to be too expensive (if based purely on the effect on corruption). However, if I can have a more positive effect on culture flipping then I might need to rethink that position.
For instance, in a Real Map game I'm currently playing, I'm the Zulus and have approx 2/3rds of Africa, and steadily pushing (culturally) northwards into Egyptian territory. My capital is well down in South Africa, though and is obviously not exerting much impact on the northern border. Maybe now's the time for me to relocate as far north as is practical and see if I can achieve a bit of culture flipping in my own direction.![Wink ;) ;)](/data/assets/smilies/wink.gif)
![Smile :) :)](/data/assets/smilies/smile.gif)
Apologies if I repeat some of the obvious (I haven't had time to read all the responses fully - but I think I picked up the flavor).
For those that are complaining about the culture-flipping being broken - I think they need to chill a little. Who's to say what the right 'formula' should be for this type of feature? It's surely a subjective arguement to say the garrisoning of military units should or shouldn't have a bigger impact than (for example) historic cultural scores? I'm please to see that the calculations that Firaxis are using are complex enough to produce a meaningful but unpredictable outcome.
Personally, I'd prefer that the precise algorithms used in a game are kept mysterious (other than a general guide as to the factors involved). I don't want to get to the point that the actions of a game are purely predictable with a list of formulas and a bit of arithmatic!
One thing that the whole aspect of cultural flipping does make me review, is my policy on relocation my Capital. Usually its something I consider to be too expensive (if based purely on the effect on corruption). However, if I can have a more positive effect on culture flipping then I might need to rethink that position.
For instance, in a Real Map game I'm currently playing, I'm the Zulus and have approx 2/3rds of Africa, and steadily pushing (culturally) northwards into Egyptian territory. My capital is well down in South Africa, though and is obviously not exerting much impact on the northern border. Maybe now's the time for me to relocate as far north as is practical and see if I can achieve a bit of culture flipping in my own direction.
![Wink ;) ;)](/data/assets/smilies/wink.gif)