Willem, what's the problem with you? No offense intended, but your statement are just plain dumb. I suspect you're still playing on Chieftain. Well, i'm playing Deity. DEITY, you know what i mean? The difficulty level on the far right of the screen, with "hardest" written in parenthesis. And i'm at war from 250bc. Opponents have 4 extra unit support per town and build everything at 60% of the base cost.
Willem said:
Of course you find it impossible, you're building a Harbour before you build a culture building, even though you have a Harbour in the city right next to it. That's what I would call redundancy and poor planning.
A harbor let you build veteran sea units, heal them faster and let you gather 2 foods units from sea instead of one, and it's cheap.
And you also collect 2 gold, which makes the coastal tile a premium tile.
The town you mention is far away from the capital. Its purposes are mainly strategic. Secure luxuries, acquire territory, provide money and unit support.
It has no land gaps to fill. And it's quite corrupt. So what's the point of developing it culturally? Lots of shield that can be spent on military would be wasted.
And redundancy is necessary. A strategist who doesn't provide at least some redundancy is a poor fool. What if the near town is conquered, razed, or the harbor destroyed from the sea?
Willem said:
And you build Walls before culture in a besieged city that has a large stack of units in it.
We're on deity, remember? Not chieftain, deity. AI's have always large armies, and the persians are tossing at me all their military might. Walls=50% defense bonus under size 7. Musketmen defense=6. Rifleman defense=9. Do I really need to expain you what this mean?
Willem said:
There such a thing as rushing you know,...
Really? Oh, my!
Willem said:
it will only cost you some gold to build culture in a city that's prone to flip. You're just making poor choices and blaming the outcome on the game.
First, when there are resistors you cannot rushbuild. Second, you're sadly mistaken.
The first thing to be built is usually a harbor (to have access to luxuries, have some people happy and shorten resistance periods). Second, walls (to improve defense). Third, barracks (to heal wounded units quickly and eventually rushbuild some). Then what? Temples? Yes, but only if i need to grab some land and/or connect cities. Developing culture is a slow process. For the time it has grown to an acceptable size, the war is over and the enemy has already been obliterated.
Willem said:
No it's not. There are alot of variables that determine a flip. The RNG has very little to do with it. There used to be a post somewhere from Firaxis detailing the factors, maybe if you do a search you can find it.
You are really in dumb mode now.
The culture flipping formula gives you a
probability to flip. Probability.
Do you know the meaning of "probability"? If not go to
www.dictionary.com
If you have a 13% chance to flip in the current turn, you also have an 87% chance that the town stay loyal. What will happen once you press "end turn"??? Will it flip? Will it stay? And who (or what) decides it? Firaxis? The stars? Harry potter?
Doesn't sound obvious to you that a number must be rolled out from a random generator function? OOPS... this is exactly the RNG