tR1cKy said:
So what's the point of developing it culturally? Lots of shield that can be spent on military would be wasted.
The point is that part of the equation for culture flipping involves the number of squares that are covered by another civ's culture. If you had made an effort to develop the culture in that city, you probably could have pushed back the other civ's boundaries and ended up having at least some of the squares of the city you were trying to capture in your borders. As it stood though, it was almost completely surrounded by enemy culture.
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?
The issue in this thread is culture flipping. You captured a city that you knew had a good potential for it, so that should be your priority. Once you get some culture of your own happening , then you should think about defence.
First, when there are resistors you cannot rushbuild. Second, you're sadly mistaken.
If you were to starve the city down to one, you not only get rid of the resistors, but you also mininize the risk of flipping. According to the screen shot, you made no attempt to do so; the city is still growing in population, not shrinking.
The first thing to be built is usually a harbor (to have access to luxuries, have some people happy and shorten resistance periods).
Again, starve the city down and happiness is not an issue. At least not until it starts growing again. With your nationals, not the AIs, who would give you a much better chance of holding on to it.
Temples? Yes, but only if i need to grab some land and/or connect cities.
And also to help prevent flipping. If you have no culture of your own, sure as hell it's going to flip. Build a Temple and in 4 turns you have some culture reducing the odds tremendously.
Doesn't sound obvious to you that a number must be rolled out from a random generator function? OOPS... this is exactly the RNG
There's a lot of variables that determine flipping long before the RNG kicks in. It's really a minor element in the equation, the final link in the chain so to speak. You can't ignore the other factors then blame it solely on the RNG.