Culture flipping with 1.29f still the same

A flip of a town of '1' with at least eight units in it was reported earlier in another thread by Lt Killer M.

HERE IS MY EXAMPLE, having just happened.

I am the Romans. I attack the Egyptians. I take Giza with my legions. Six legionaries, two spearmen, one catapult in a town of '1'. See attached image:
 

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You guessed it. The very next turn the damn thing flipped and my entire garrison vanished into thin air. Game over. Good-by.

If I can't mod out this garbage I am done.

I don't care how close the stupid enemy capital was or what the "Culture" was; this is nonsense.

:mad: :mad: :mad:
 

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Originally posted by JFL_Dragon
I like the Culture aspect of the game its a vast improvment to Civ 2 but its the CF I dont like, it encourages war on high levels.

Without CF, Culture becomes a small thing indeed.

Praise to Firaxis for NOT CHANGING CULTURE FLIPPING!

:lol:
 
I agree, I've never lost an original city to CF'ing. I have early on in my playing of Civ3, lost captured cities to CF'ing, but since then I never do.

Originally posted by MeestaDude
I've played with lots of land and little land (indeed I love archipelago), as aggressive militarists and culture freaks. Culture Flipping is just fine, and is a completely rare occurrence in my games that it is unfavorable (maybe I just understand how it works better than most).

Without Culture Flipping the game is even more military dominated than it already is.
 
Originally posted by JustListenen


Without CF, Culture becomes a small thing indeed.

Are you serious ? Its a quick way to get the sphere for a
resource/luxury. Just rush a temple. Culture is a good
concept but taking away CF would not make culture a
small thing.

Originally posted by JustListenen


Praise to Firaxis for NOT CHANGING CULTURE FLIPPING!
:lol:

What level are playing at, as my complaint is only at above the
Monarch level (edited)
 
Originally posted by JFL_Dragon


You must be playing up to Monarch level to say that.

I and others play above Monarch and believe that the implementation of culture is integral to the game, and that culture flipping, both moving borders and flipping cities, is a welcome gameplay feature. If the best argument you can offer is to imply that those players who view culture flipping as welcome are inferior players or less accustomed to the challenges of the higher difficulty levels, then the debate has reached a new low.

I have very rarely seen the "devastating culture flip" so often bemoaned on these boards that wasn't entirely the child of (i) bad tactics, or (ii) risk taking gone bad.
 
Originally posted by Catt


If the best argument you can offer is to imply that those players who view culture flipping as welcome are inferior players or less accustomed to the challenges of the higher difficulty levels

I apologise if that was the way it sounded as it was not my
intention. My intention was to point out that I find it an issue
about monarch level (especially deity) and unless you are playing
above that level you wont know exactly what Im talking about.
(Ive edited that original post)

In a test I showed a 2 city getting flipped with a garrison of 17.
This can hardly be a bad tactic, but rather bad luck from the CF
prob formula, so hence dont put any units in cities.

Its players like you I want to hear from, its just that alot posts
are from players who are playing below Monarch where CF is not
really as issue at all (Well I dont find it one anyway)

You are the first player I heard from that plays above Monarch
that actually likes it :)

I tend to dislike anything which causes a major change
between 2 players doing exactly the same thing, and CF is that
one thing that can cause such a major change

Eg One player losing 17 units and the other player not losing any.
I enjoy some of the random features like battle outcomes but in
my own opinion they dont really have a major effect on the game
like an unlucky CF.
 
If I can't mod out this garbage I am done.

______________

Does this mean we'll be free of your whining?
Can we get that in writing?

Tc
 
Originally posted by JFL_Dragon


I apologise if that was the way it sounded as it was not my
intention. My intention was to point out that I find it an issue
about monarch level (especially deity) and unless you are playing
above that level you wont know exactly what Im talking about.
(Ive edited that original post)


I'm sorry; it's very late in California, USA, so maybe I misinterpreted your original post. I thought you were implying that only play at higher levels provides true insights into culture flipping and that therefore only those playing at higher levels deserved a voice in the discussion - that attitude deserved a flame :) but I now understand that you weren't projecting that attitude.

In a test I showed a 2 city getting flipped with a garrison of 17.
This can hardly be a bad tactic, but rather bad luck from the CF
prob formula, so hence dont put any units in cities.

The size 2 city with a size 17 garrison is on the extreme and I didn't see your test for this - but even so I wouldn't immediately characterize a flip as a bad or good tactic without knowing all of the variables. Was the size 2 city was almost entirely surrounded by enemy culture and hadn't expanded its borders beyond the initial 9 tiles - since each of the 21-tile radius counts as an "enemy citizen" for purposes of calculating garrison size, perhaps that size 2 city was, for purposes of the flip risk, operating like a size 10 or 11 city? And perhaps the 2 citizens were resistors (so counted as 4 citizens)? And perhaps total civilization cultural ratios were severely imbalanced, because the human player had focused all production efforts on military units and settlers? Without seeing the test, I can't comment on it directly, but I certainly don't discount that this could be one of the (as I said in my original post) very rare cases where a very unlicky die roll foiled otherwise well-planned action.

I tend to dislike anything which causes a major change
between 2 players doing exactly the same thing, and CF is that
one thing that can cause such a major change

Eg One player losing 17 units and the other player not losing any.
I enjoy some of the random features like battle outcomes but in
my own opinion they dont really have a major effect on the game
like an unlucky CF.

I understand your point. However, the thorough knowledge of how culture flipping operates, and the subsequent development of tactics to prevent an untimely flip from altering the balance of power are really all that is needed to ensure competitive gameplay. Bad things happen. Unlucky events strike us all. The 2 city flipping with 17 troops may in fact have been player error (depending on the other game circumstances). Anticipating and taking preventative measures are important tactics, both in regards to culture flipping and in regards to defensive planning in times of peace or war (but we don't hear nearly as much vitriol about AI sneak attacks on weakly defended border cities).

My one big complaint regarding culture flipping is actually not about culture flipping per se, but rather about how the feature was presented and described to players (in the manual and civilopedia). It took considerable testing by several posters and, ultimately, numerous posts from the game designers to communicate the basics of how culture flipping works (i.e., that enemy controlled tiles counted as "citizens," that resitors counted as "two citizens," that both total culture and city-specific culture played a role, etc.). Most people who bought and play Civ 3 will never visit these boards, and the fundamentals of culture flipping will remain a total mystery to them - "crazy" things happening without any known or knowable counter-tactics, particularly things which can dramatically alter the balance of power, cause confusion and frustration, but do not add to gameplay. But posters here don't have that excuse ;). The fundamental mechanics of culture flipping are out there - it is up to the player to develop counter-tactics.

You are the first player I heard from that plays above Monarch
that actually likes it :)

I think there are many of us :). Why do I like it? It adds complexity and strategic depth to decision making. War time decision making - whether to garrison a captured city or station troops outside the city - is a tactical consideration, and a fairly straightforward one at that - I tend to have very little sympathy for complaints about war-time flips of recently conquered cities. Peace-time decision making, however, becomes more strategic with the knowledge that culture flipping is a possibility, and becomes nail-biting on the higher difficulty levels where culture flipping is a more likely event due to early AI culture leads. With AI opponents on the higher difficulty levels starting with a large number of additional units and enjoying significant production bonuses, I sense (from these boards) that the general attitude among players during the early game is to build exclusively: (1) military units; (2) settlers; and (3) the occasional worker. Temples or early libraries are not given much attention ("too costly," "a waste while a despot," "I need to reach military parity right away . . . and then superiority," etc.). But, through the implementaion of culture and culture flipping, doing so comes at a significant cost -- no cultural improvements = low civ culture (bad) and no expanding city borders (bad). Without the threat of future culture flips, why wouldn't I put off cultural improvements in favor of military and expansion units?

A few simplistic examples of what I mean by strategic depth to decision-making versus tactical considerations (since I feel I am rambling without making my point clearly):

* It is early in the anciant age, is that pair of spearmen the right build decision, or is an early temple more appropriate? Should I build warriors and chariots almost exclusively for an upgrade and neighbor rush? and if I do what will the world / continent look like after the war is over (will I be surrounded by AI civs that have been producing cultural improvements while I have been producing only military units)?

* Who are my neighbors - are they religious (and therefore likely to build cheap temples early)? - maybe I should expand away from them even though the land is fertile in their neck of the woods - and maybe I should pop-rush a temple or two along my borders with them -- that city border expansion could really be useful in preventing an early flip.

* Wow - I've made it into the middle ages - should I build a ton of knights, or should I focus more attention on getting cathedrals and universities up and humming, even given their high cost?

All of these decisions play a role in culture flipping, and I suspect that because an episode of city flipping is more or less impossible to trace to one or even a few discrete decisions, the cumulative effects of player decisions regarding cultural strategy are lost in the anger and shock of losing a city.

I contend that when the anger and frustration hit, it is better to evaluate and try to learn why it happened, rather than starting 2 or 3 different threads complaining about the concept in general. In the 3 or 4 posted examples that I've seen where someone has actually posted a saved game or detailed screen shots and supporting information of "egregious" flips, the suspect flips have not seemed to me to be egregious at all - they have by and large seemed to be accidents waiting to happen.

(BTW, the two most recent I saw were (1) Killer's - and I posted my views in that thread - and (2) Zouave's - just looking at Zouave's screen shots his flip doesn't look at all unexpected or egregious to me.)
 
Catt:

I have to (respectfully) disagree, because if you see the map size in my example, and the possible military size resulting from it, the flip was ridiculous.
I want map size to go into the formula - then I'm happy. The flip was egregious to me, beacue it was in no way 'inside game parameters' as I would have expected them to be.

Aside from that you are dea on, the CF formula (which I now know), does count enemy controlled tiles as enemy citizens, somehting that should have been made a lot clearer a lot faster by Fireaxis. And you are corect that CF adds to the game, and makes it conpetitive. :D
 
Count me in as one who plays higher difficulty and likes CF. It adds a much needed counter to offensive warfare. I agree with Catt, without CF there really wouldn't be any purpose to culture. Instead of building a Temple to expand my borders, I'd just build another Settler...

CF adds a challenge to overcome, higher difficulties should be a challenge. So how does it not fit?
 
Originally posted by Lt. 'Killer' M.
I have to (respectfully) disagree, because if you see the map size in my example, and the possible military size resulting from it, the flip was ridiculous.
I want map size to go into the formula - then I'm happy. The flip was egregious to me, beacue it was in no way 'inside game parameters' as I would have expected them to be.

Aside from that you are dea on, the CF formula (which I now know), does count enemy controlled tiles as enemy citizens, somehting that should have been made a lot clearer a lot faster by Fireaxis. And you are corect that CF adds to the game, and makes it conpetitive. :D

Killer - I won't rehash the other thread. I will simply say that your posted flip, in that particular instance, didn't strike me as egregious - I think when you conquered that city you needed to do so with the knowledge that there was no way you could garrison it to ensure it wouldn't flip, at least not until you pushed the pressuring enemy cultural borders back. Painful, yes; egregious, no.

OTOH - I agree that, so long as a specific garrison size can guarantee no flipping (which is the case today), that specific garrison size should be influenced by map size. Playing a tiny map game into the late industrial / modern era and conquering two or three 12+ cities on a turn of war will simply preclude any attempt at garrisonning troops to prevent a flip - an empire on a tiny map can't produce enough units to garrison 2 or 3 metropoli safely - so a tactical game decision is taken away completely.

The "minimum-garrison-to-map-size-correlation" (which I first saw suggested by you in your thread :)) is one of the few suggested "improvements" to culture flipping that I find worthwhile; another is to disallow flipping of conquered cities for some mimimum period of turns after a peace treaty is signed. Most other suggested changes (dramtically lowering the minimum garrison size, providing warnings of impending flips, kicking the garrison out of the flipped city, etc.) all serve to essentially eliminate the true danger and pain of flipping, and so would bounce us all right back to the "why do I care about culture improvements and flipping - the penalties are a slap on the wrist."
 
I haven't played deity level yet (or rather, successfully), I play emporer level, so take that into account. I love Culture and CFing. It's the _only_ way that I am competitive in emporer level games (when I say competitive I mean in the top 25% of the civs that make it to the end). I have never lost a city that I have made, but I routinely take over more cities for CFing than I cities I actually plant. I can't keep up with the early expansion of the AI, especially when a city of size 2 has to have military units, luxeries(plural), happiness buildings, or it will go into riot. Hell, I don't even make a real military until the middle ages. But my people are happy and because of the trading I do and my culture, other civs tend to like me. One game I actually got Leonardo's Workshop and they Pyrimids from a culture flip of a single city.

Anyway, my whole point is that there are some of us that play above monorch that love Culture/CF and I would not play Civ 3 without it ... to much war mongering otherwise.
 
Catt is spot-on - CF is integral to making culture a real part of the game. If you think of CF during war as armed resistance (like the warsaw ghetto uprising) and CF during peace as abstracted assimilation (kind of like the effect of America culturally making Canada the 51st state (joking) ;) ), maybe that will make it easier to take. Regardless of whether you see the historical analogies, it's essential for game mechanics to have a CF-type process.

I especially like the way CF gives more strategic depth to your war campaigns. Sometimes I will attack a far city, raze it, and then circle back to capture the city I need, all in order to prevent a culture flip. Or instead of blitzing a city, I will have to bring arty and a slower conquest to lower the population. Or I will have to bring a much larger force to garrison the town - preventing me from conquering numerous cities. Or I will have to avoid mobilizing (and make sure I have a sufficient treasury) bcs I will need to build and rush temple and then cathedral in the conquered city. Or I will have to make my war short and sweet so I can consolidate my conquest.

Bottom line - CF makes you really think out your war campaigns, adding a number of trade-offs and calculated risks and CF prevents a player from simply making a stack of doom and taking over 10 cities in short order. CF rewards a the player who emphasizes culture (necessarily at the expense of military preparedness) by making the sudden destruction of many cities much riskier and more difficult for the military-dominant player.

My two criticisms of CF as implemented: (i) Firaxis should provide more explanation of how it works; (ii) the sudden flip seems too arbitrary - there should be a 1-2 turn intermediate stage of civil disorder. My idea would be that a city, before it flips, goes into disorder. Dependent on the various variables (e.g. # of citizens in resistance, culture differential, etc.), there is a varying chance of units being destroyed, units individually flipping, improvements being destroyed, etc. This way the sudden flip seems less arbitrary, and garrisons don't "disappear" - they are "attacked" by an outraged citizenry or flip sides in sympahty to the citizen revolt.
 
culture flipping above monarch has gotten ridiculous with the new patch. i'd like reports from people who have played till late game using the new patch above monarch level.

i am getting the most ridiculous flips in the ancient eras just like JFL. i don't see how two cities are going to flip to the same civ with a temple in them before middle age techs have really been put to use.
 
I had a flip (one of the things that inspired me to stay away from playing and sent me bug hunting snstead) where a city ten tiles from my capital flipped to an enemy whose capital was 13 tiles away (both mostly straight, not diagonal), I had the only(!) temple in the game in that city, culture radius was 2, 12 points collected, not at war, no rushing, pop was 2, both mine, 2 Warriors as garrison.........

I AM the guy who rolls 1s on the 1024 sided dice all the time... :mad:



but still, I like CF (as a general game concept)!
 
I don't understand why people who don't like CF don't just buy one of the many, many all-military games out there who cater to them. The whole strategy gaming industry caters *exclusively* to people who fly into a rage if they encounter any aspect of the game that might challenge a purely military strategy. So here we have *one* game out of a million that finally makes viable a "building" strategy versus the usual inane military approach, and the war mongers wail and gnash their teeth as if at some grave injustice. Why are these people playing this game anyway? If what you want is a military campaign, play those Command and Conquer games, which are devoted entirely to that, and which have much more intricate war scenarios as a consequence.

I love this ridiculous idea that culture flipping is "unrealistic" -- in a game that is about as historically "realistic" as a bugs bunny cartoon anyway, in every respect, including the military aspect. If what you want is the veneer of a "historical" apologia -- the like of which so many Civ players depend on to pretend that this game really does reflect the reality of history -- try this one: A civilization devoted entirely to war and which takes over a culturally advanced city is analogous to the kind of "barbarian" cultures that *were*, in fact, quickly absorbed into the Roman empire in the early days of its expansion. If you want to play as a barbarian, don't complain when you don't get the advantages of the strengths you've deliberately ignored...
 
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