Lt. 'Killer' M.
Deity
- Joined
- Dec 5, 2001
- Messages
- 7,475
MummyMan: In the FAQ, you can find the CultureFlip Forumla (updated). Technology plays no role.
Originally posted by Zouave
Post your results, how it effects CF, and what exactly you did.
It would be far simpler if Firaxis just allowed us to control this CF stuff as we can now with corruption and AI trade.
Originally posted by whosurdaddy
Well I am going to be away in Argentina for 3 weeks, but when I get back I will try it out. I have a feeling that in order for the negative culture buildings to work to help prevent culture flipping, we are gonna have to use the Civ multi tool (hopefully he will have updated by then).
Originally posted by MummyMan
What are some of the things that determine whether a city flips or not? My real question is if technology plays a role or not.
Originally posted by Koronin
Take care of the obvious: Rival culture pushing right up against the city. Remove that, and it's extremely unlikely your newly captured city will flip, doesn't get more complicated than that.
Or you could ***** piss and moan about it instead
Originally posted by Zouave
Enjoy Argentina where it is Winter. This Summer heat is awful in the U.S.
Originally posted by Kryten But I don't want to play a WW2 scenario where the Germans are too frightened to place military units in some small obscure town just because Civ3 allows a population of unarmed civilians to achieve what the whole of the French army in 1940 could not do, namely destroy a whole Wehrmacht army and liberate a city!
And I don't want the allies to go stomping across occupied Europe, razing city after city, or deliberately starving the people of a newly captured town while they flood it with British/American/Canadian civilians just to stop it from fipping back to the Nazis! Good grief, they are supposed to be liberators!
Even if Caen were a German city, it would not flip with a sufficient garrison. Huge numbers of troops were available on both sides in WWII. The Germans had about 500,000 soldiers in Normandy, eventually losing about half before evacuating.Originally posted by Kryten
So Koronin, you're suggesting that when the allies capture Caen following the D-Day invasion, [/B]
Originally posted by Kryten
I and others have given many examples of cities 'flipping' in history. But now I think that it's only fair that I give some examples of when 'flips' are NOT required and are unhistorical.
The concept of 'flips' was added to Civ3 as a way of slowing down outright military conquest and to give the builder type of player an alternative. The problem is this.....some scenarios such as the American Civil War, WW1 & WW2, ARE nothing more than conquest scenarios! Building has no place in these games. And the last thing that these particular historical scenarios want is cities flipping back and forth! THAT'S why, sometimes, I want to be able to switch flips off.
And yes, I know that there are some abstract and illogical things you can do in Civ3 to avoid flips and their effects. But I don't want to play a WW2 scenario where the Germans are too frightened to place military units in some small obscure town just because Civ3 allows a population of unarmed civilians to achieve what the whole of the French army in 1940 could not do, namely destroy a whole Wehrmacht army and liberate a city!
And I don't want the allies to go stomping across occupied Europe, razing city after city, or deliberately starving the people of a newly captured town while they flood it with British/American/Canadian civilians just to stop it from fipping back to the Nazis! Good grief, they are supposed to be liberators!
So, as I said before, "sometimes flipping is a good way of simulating real-world events, and sometimes it is NOT".
You can't make one shoe fit both feet!![]()
So Koronin, you're suggesting that when the allies capture Caen following the D-Day invasion, all they have to do to stop the city from flipping back to the Germans is to capture all the surrounding German controlled cities. But these new cities also have enemy cities "pushing right up against the newly captured city", so these need to be taken as well. And the cities next to THEM, and the next, and the next... So for your cunning plan to work you would have to capture ALL one hundred plus German controlled cities IN ONE TURN!
Would you care to enlighten us on how this great feat of military genius is to be carried out?![]()
In Civ terms, that "one hundred" cities is more like 4. (On the Western Front, anyway.)Originally posted by Kryten
So for your cunning plan to work you would have to capture ALL one hundred plus German controlled cities IN ONE TURN!
Originally posted by Kryten
After all, you wouldn't expect to see Elephant units running about in Europe in 1944 would you!An extreme example perhaps, but nonetheless true.
Originally posted by Kryten
I always think of 'mods' as games where the rules have been modified (of course!) but the player still starts in 4000 BC with one settler, while a 'scenario' is a game where the cities have ready been layed out and starts at a set period in time.
Sorry if this is a bit obvious, but I just wanted to make sure that we were all talking about the same thing.