Resistance tweak

stormbind

Retenta personam!
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Feb 1, 2003
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My idea:

Culture flip prevented when you have 4+ units in a conquered city.

Resistance injures units, much like disease/bombardment. So the resisting city could, potentially, kill the occupiers and then flip.

This would be way better than the current system where I poured 30+ units into a resisting metropolis, and it flipped the very next turn :cry:
 
How about needing 3 times (or some number, maybe even slightly exponential) more units than citizens? That would be more realistic, and make some large cities practically uncontrollable.
 
I like the idea of resistance doing damage to defenders. Say, the level of damage done is linked to how large the city is, so if the total damage done wipes out the units the city returns to the other civ. :)
 
sealman said:
I thought that this is the way it is with conquests/ptw.

I think it's something like 7 units for each square that is overlapped by a different civ than yours. The best strategery if you want to keep the city is bomb it to 1, leave 1 defender in the city and keep a couple of offensive units outside to retake the city. And that's if your civ has higher culture than the other civ!
 
I just had a city culture flip when there were NO (maybe 1) tiles overlapping. However, the population was exclusively the other civ, as I had forgotten to drain the resident foreignes first.
 
i like this idea its much better than the current system. the same thing happend on my game after i moved all 20 of my tactical nukes into the city to shoot the french! it also took about 15 tanks to kill a Mech inf which was also quite annoying
 
Though I definitely think you are on the right track, Stormbind, I think that the whole idea of resistance and culture flip needs an overhaul! In my model, when you capture a city, its 'mood' will be rated on a 0-100 scale. The amount of resistance which you face (and the chance of 'flipping') will depend on how low the mood is! For instance, at less than around 10%, the population will be considered to be 'resisting', this means that every turn the city has an x% chance of spawning a 'partisan/guerilla' unit, that the city has an x% chance of 'flipping', and that there is a % chance each turn of a unit and/or improvement recieving damage. Further up the mood scale, the chance of guerilla spawning drops (until it hits zero). Similarly, as you go up the 'mood scale' the chance of flipping and unit/improvement damage also drop. To put it another way, say 50% is average mood (neither happy nor unhappy). From 45-49%, you might have a 1% chance, per turn, of units/improvements in the city being damaged. From 40-44%, this chance might climb to 5% AND the chance of a flip becomes a risk, at around 1%. From 35-39%, the chance of unit/improvement damage goes up to 10%, and the chance of city flip rises to 5%. Also, there is now a 1% chance of the city spawning a guerilla! From 30-34%, the chance of unit/improvement damage goes up to 20% etc etc! Additionally, though, a cities 'base mood' can be adjusted, up or down, according to the difference in culture (and culture group) between the captive city and the captor, how 'preferred' the captors current government is to the captive population AND the number of units currently stationed in the city! For instance, when you capture a city, its base mood might only be 10%. However, your culture is around 2x that of the cities home nation, giving you a +10% mood bonus. In addition, the captured city is W. European, like yours, giving an additional +5% bonus. Your current government, democracy, also has a +10% 'preference'
rating within the captive cities home nation. However, you can only station 2 units in the city, which is 2 below optimum for that city size, giving you a
-10% (or 20%) to the base mood-giving a final mood of between 25-35%! Still dangerous, but less volatile than it was. Please note, of course, that all numbers quoted here are arbitrary, and serve only to illustrate my point!

Yours,
Aussie_Lurker.
 
something like this might stop me from disabling culture flips

i think that whole flip thing is crap
 
Dwarven Zerker said:
I think it's something like 7 units for each square that is overlapped by a different civ than yours. The best strategery if you want to keep the city is bomb it to 1, leave 1 defender in the city and keep a couple of offensive units outside to retake the city. And that's if your civ has higher culture than the other civ!

I usually have 2 or 3 units for every citizen that is not of my nationality and I have not experienced a culture flip in sometime.
 
sealman said:
I usually have 2 or 3 units for every citizen that is not of my nationality and I have not experienced a culture flip in sometime.

I was working from memory from an article that is now in the war college on culture flips. I seem to remember that if a city is comprised of your population only and has squares that are overlapped by another civ you need something like 7 units per square of overlap. This changes if you captured a rival civs city in war. The only guarantee that the historical culture won't make it flip to you is to destroy the rival civ. But I think it's safe to assume that after a few turns (5 to 10) it's safe to say it won't flip back.

In my first game (on chieftain) I conquered the capital of India and rushed the UN that same turn. The next turn it flipped back. :mad: :cry: Taught me a lesson that I haven't forgotten. I've only had 2 or 3 cities flip after that but they were quickly retaken.
 
I usually go for a rapid temple build to get my own culture going in the city. Rarely see any cities flip. But then again, I'm not the most aggressive player ever, so I maybe don't conquer enough enemy cities to see the effect properly.
 
How about taking a page from civ2 and having a couple (not too many, civ2 was ridiculous) guerilla units popping up in the hills in addition to rebellion?

That would be more fun! And we would have a use for a guerilla unit.
 
Another idea - how about if a city flips, then your units retreat like horsies and tanks do? To any square you control, randomly. I'm thinking Vietnam war when the US retreated to its carriers.
 
Resistors should be able to become units and either attack your units in the city or flee to the countryside. This should keep happening after a civ is eliminated. If they retake a city, the civ is back.
 
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