Need tips to stop culture flipping

supaguruzebidy

Kill,Kill,Kill,Kill,Kill!
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Jan 21, 2004
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OK I have just had a long and brutal war with the romans. Throught the entire conflict I have had problems with conquered cities flipping back to their original civ. I quickly retook the cities and made peace hoping to keep what I had gained (which was quite alot) but now some of the cities are flipping back again. I have done counterspy missions but have had no luck in catching any roman spies. Is there any city improvements outside of the courthouse that could stop this from happening or any govt type that would suppress them?
 
Reduce the population by building workers. That can change the chances greatly. Other than that, you can station your troops in the city to reduce the chances, but often since I don't want to lose my whole army if it flips, I'll leave my units healing outside the city incase it flips so I can retake it.

Temples and cultural buildings to suppress the AI culture beaming down on your city also helps.
 
Raze 'em. That's the only way to make sure.
 
DBear said:
Raze 'em. That's the only way to make sure.


There is another way, just wipe the romans completely off the map, once a civ is gone from the game the chance of a flip goes way down.
 
There also the option to build city improvement in them. Most of the improvement that cause happiness or increase science also produce culture, such as temples, colseums, cathedrals, libraries, and universities are big ones. I don't believe that the courthouse has any effect of a culture flipping. It does have a chance of reducing espionage missions that cause culture, but not all culture flips are as a result of espionage. Some just comes as a result of the population "lack of culture." These are usually conquored or ignored cities.
 
Ginger_Ale said:
Reduce the population by building workers.
You can also starve the city down to size 1 by setting all of the citizens to be specialists. You need to keep an eye on this as the governor will reassign them each time the city shrinks.
 
searcheagle said:
There also the option to build city improvement in them. Most of the improvement that cause happiness or increase science also produce culture, such as temples, colseums, cathedrals, libraries, and universities are big ones. I don't believe that the courthouse has any effect of a culture flipping. It does have a chance of reducing espionage missions that cause culture, but not all culture flips are as a result of espionage. Some just comes as a result of the population "lack of culture." These are usually conquored or ignored cities.

Yes, in the long run this reduces chances greatly.However, most of the time the cities tend to flip 2-3 turns after conquering, while still in resistance.And resistance means you cannot build or rush anything.
 
Pfeffersack said:
Yes, in the long run this reduces chances greatly.However, most of the time the cities tend to flip 2-3 turns after conquering, while still in resistance.And resistance means you cannot build or rush anything.

Yes, it does take longer but if you build even one temple, you've pretty much solved the problem for good. I've never had a problem with city flipping 2 or 3 turns into but more like 10 or so turns in, where you can get city improvements built.

Another solution: Total conquest of a the home civ. If you've totally elimanated all of a civ's cities in the region, the city will not flip back, because most of the cities that flip are foreign.
 
Another way I've found to prevent flipping is to send a number of my own settlers into the city and have them become part of the population until I have a majority of my own citizens in the city.
 
searcheagle said:
I don't believe that the courthouse has any effect of a culture flipping. It does have a chance of reducing espionage missions that cause culture, but not all culture flips are as a result of espionage. Some just comes as a result of the population "lack of culture." These are usually conquored or ignored cities.

When espionage is used to take over a city it's called Propaganda, when the culture does it it's called culture flip. So espionage does not cause culture flips only Propaganda.
 
Disable Culture Flip when first setting up your game ..... stupid rule e.g. losing a lot of military units in a "flipped" city ..... the Great Khan and his Golden Horde would destroy a city before allowing it to "flip" ..... so the AI can "Flip this" since it cheats so much anyway .... :lol:
 
I think the best option I have heard here is too populate the city with workers until i have a majority of my civ's citizens in it. I cannot go back to war for another four or five turns yet as much of the infastructure was destroyed in the fighting and my lines of reinforcement have become stretched to breaking point. Also the romans have many cities on little islands and moping them all up takes time. While I have secured some during peace talks two or three remain so finishing off the mainland forces will do little but stretch my front line even more. As for raising the city, it controls a large area of strategic importance and is an important airbase right now. Once rail links have been reconnected to the front line cities and my naval fleet reorganized for the invasion of the island cities I shall finish them off. They still have about 12-14 cities left and occupy about 10% of the land mass so I need to have all my forces ready for the final push.
 
Heh I went on to conquer 9 roman cities in one turn and take them out of the game. Then one or two turns later I went on to eradicate the entire greek civ in just one turn. Now the big challenge is to take out Egypt who have ICBM's. Anyone know a good tactic to take out a well armed, well defended, nuclear armed civ. I cant risk a nuclear strike myself as at least two other civs have ICBM's and lots of them. I do have SDI but that doesnt stop all the missles and they have more than enough to pepper my civ with.
 
supaguruzebidy said:
Heh I went on to conquer 9 roman cities in one turn and take them out of the game. Then one or two turns later I went on to eradicate the entire greek civ in just one turn. Now the big challenge is to take out Egypt who have ICBM's. Anyone know a good tactic to take out a well armed, well defended, nuclear armed civ. I cant risk a nuclear strike myself as at least two other civs have ICBM's and lots of them. I do have SDI but that doesnt stop all the missles and they have more than enough to pepper my civ with.

Get alliances with all the other civs in the game, it wont guarantee that you will be spared from a nuke but it decreases your odds since Egypt will have more targets to choose from.
 
I rarely have culture flips by doing this:

1) Immediately start starving the city down to 1
2) Put at least 5-6 military units in the city and fortified to beat down the resistance. More units the bigger the city. BUT as soon as the city is no longer in resistance or 2-3 turns have passed, get most of your units out of the city, leaving enough defenders needed in case of counter attack.
3) If you can pop rush a temple, do it (and this will eliminate some of the population as well). Otherwise cash rush it.
4) Next get a library in there
5) The city is probably safe now from flipping about 95% of the time assuming you got the pop down to 1. Let it quickly grow back to 3 and this will give your own citizens the majority.
 
Well now Im allied with the germans. Egypt are no longer a concern with only three cities left so I have started on the vikings. I launched a first strike and wiped out every city on their island. They struck back but thanks to my SDI only four cities were hit. I went about my bussiness organizing a fleet and sending off my nuclear subs to engage in some tactical nuking. A turn or two later I went for another strike on the Viking mainland and when I had a look I was stunned. My allie Germany had reduced the once powerful Viking cities to nothingness. All of their cities had once been around the 20-30 mark and were now in the 1-4 mark. The entire island was just covered in nothing but pollution. Using some stealth fighters from a nearby island base I did some recon work and most of their cities are totally undefended. As far as I am concerned this is the most devastating nuclear attack I have ever seen and it was done by the AI!!! I am about to invade the Viking main island now but they still have tactical nukes and I am worried that my fleet will nuked as soon as it gets in range. Will the AI use nukes on its own territory??
 
Pfeffersack said:
Yes, in the long run this reduces chances greatly.However, most of the time the cities tend to flip 2-3 turns after conquering, while still in resistance.And resistance means you cannot build or rush anything.
You can still rush workers and settlers by chopping forests or disbanding units
 
Clueless said:
Another way I've found to prevent flipping is to send a number of my own settlers into the city and have them become part of the population until I have a majority of my own citizens in the city.

To me this is the best solution to prevent a city flipping back.
In my last game none of captured cities flipped back with
this method,while their culture was twice my total culture.
 
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