Newbie Lesson and Question of Flips

Rohirrim

Chieftain
Joined
Feb 1, 2005
Messages
71
Yesterday I had approached a point in my war with China where I had them backed all the way up to their smaller tundra cities. I'm trying to win the space race, so I wanted to quit the war and get back to rushing techs. I took Nanking (Size 12) but my bombardment had taken it down to an 8. Then I stocked the victorious Infantry army, four tanks and three separate infantry, plus two workers into the city and proceeded to offer China a peace treaty, which they accepted. I assumed, since my military forces outnumbered the citizens, that the city couldn't flip. Guess what? Next turn I get the announcement... :cry:

The noob lesson? Don't offer hasty peace treaties.

The question? Are there rules to flips? Or at least signs to look out for?
 
If the city is close to enemy capital it's more likely to flip and also if it has lot of foreign citizens and was culturally strong before it was captured it's likely to flip. To prevent flipping you should starve the city and rush culture there.
 
WillJ has a nice article on the inner workings of resistance and flip:

http://forums.civfanatics.com/showthread.php?t=56487

If you want to prevent flips, first quell all citizens. Those that are already quelled must be changed immediately to entertainers. Not a single citizen must be working any tile. They'll starve to death. This way you'll bring down the pop level to size 1.

However, be careful each turn that one citizen dies of starvation, because the next turn you'll have citizens which have been changed from entertainers to working tiles automatically by the game. That's why you must micromanage every turn and make sure they are all entertainers. It's apain in the neck but it works fairly nice.

If the city is right besides the AI capital it's bound to flip.
 
OTOH, by version 1.29f, It *is* possible to garrison a city to prevent flips. Of course, in the situation described, that would have taken more combat units that were available at the time (a rough figure in my head would be about 32 *combat* units (not 0-attack bombardment units). WillJ's article probably covers this.
 
Drakan said:
Those that are already quelled must be changed immediately to entertainers.
:confused: Change them to Scientists/Taxmen and you get (city size)*2 gpt or (city size)*3 bpt.
 
I learned my lesson about big cities flipping to a dying civ in a GOTM! :mad:
This experience actually made me use civassist now, so it was very valuable. With a tool like that, you can control fliprisks so easily, it´s just fantastic!
 
Pentium said:
:confused: Change them to Scientists/Taxmen and you get (city size)*2 gpt or (city size)*3 bpt.

Yeah, sorry, even better. Just as long as they are specialists and don't work the tiles. :goodjob: Pentium. ;)
 
Also, if you've already quelled the resistance, rush workers out of the city. It gets you cheaper slaves than buying them and it additionaly shrinks the city.
 
Get Civassist. It makes your life MUCH easier. I haven't had a city in civil disorder since I got it. It also allowed me to switch from regent to Monarch and dominate.
 
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