Hey guys, thanks for the replys to this thread.
Regarding the big unit loss in the city. Yeah babs had a big cultural advantage because he had been capturing all the other civs wonders and had kept them for some time, but THAT is precisely why I had to go after his wonder cities. Anyways, I knew that the city would probably revert, but I just didn't expect it to be within 2 turns of capture. It was still in resist mode. Babs was Communist and I was still in democracy. Babs could not only not afford to subvert them, being in Democracy, I should have been imune... (I was mowing him down pretty good, and had to need to change over, let alone lose 7 turns of production to turn into a commie...) Of the whack of cities that I had conquered, it only seemed to happen to the cities that had the big numbers of units in them, or in weakly garrisoned ones that I had inavertently pulled units from for something.
By the way I have installed both the 1.11f and the 1.21f patches. THAT is why I was mad, because I read in the damn patch notes that this was not supposed to happen when "sufficient" forces were in the newly conquered city. I mean, losing 160 units to flips in 2 turns should NOT happen. I mean it literally took the complete offensive edge off my army in two turns. An edge that I had painfully built up with production over some 100 turns or so. (I had a long way to catch up to babs massive units tally. Almost having to double my military just to equal his.) Hopefully, (you never know) some programmer or designer will read this thread and say to themselves... "you know... I think he has a point there..." LOL
In regards to the English note. As specified in my post, I had the Intelligence Agency and spies, so I knew exactly how many of each type of unit they had, and knew that the English had not manufactured any subs at that point. I also hadn't traded my world map since way early in the games when I only had 3 cities. Also, the city was out on a point, so it was the only city that was in range of the tiles that my battleships were in.
Regarding the big unit loss in the city. Yeah babs had a big cultural advantage because he had been capturing all the other civs wonders and had kept them for some time, but THAT is precisely why I had to go after his wonder cities. Anyways, I knew that the city would probably revert, but I just didn't expect it to be within 2 turns of capture. It was still in resist mode. Babs was Communist and I was still in democracy. Babs could not only not afford to subvert them, being in Democracy, I should have been imune... (I was mowing him down pretty good, and had to need to change over, let alone lose 7 turns of production to turn into a commie...) Of the whack of cities that I had conquered, it only seemed to happen to the cities that had the big numbers of units in them, or in weakly garrisoned ones that I had inavertently pulled units from for something.
By the way I have installed both the 1.11f and the 1.21f patches. THAT is why I was mad, because I read in the damn patch notes that this was not supposed to happen when "sufficient" forces were in the newly conquered city. I mean, losing 160 units to flips in 2 turns should NOT happen. I mean it literally took the complete offensive edge off my army in two turns. An edge that I had painfully built up with production over some 100 turns or so. (I had a long way to catch up to babs massive units tally. Almost having to double my military just to equal his.) Hopefully, (you never know) some programmer or designer will read this thread and say to themselves... "you know... I think he has a point there..." LOL
In regards to the English note. As specified in my post, I had the Intelligence Agency and spies, so I knew exactly how many of each type of unit they had, and knew that the English had not manufactured any subs at that point. I also hadn't traded my world map since way early in the games when I only had 3 cities. Also, the city was out on a point, so it was the only city that was in range of the tiles that my battleships were in.