Status of "Flibby" Bug

Will spies be able to help induce a city to flip, and if so would the civ that the spy belongs be the new CS ally. This would model real world events.
 
I actually like the city flipping the way it is. I've played a game where my city flipped on me and I just played a game where 4-5 enemy cities flipped to be with me. The first game was frustrating but fair, and the second was extremely gratifying. With puppets the way they are, there is no reason not to take the city as a puppet.

Bottom line for me is it is really fun to watch cities convert to your side, and provides a reward for tourism that may apply even if you aren't going to win a tourism victory.
 
I rather prefer cities declaring independence. Some games just devolve into a lovely unhappiness spirals(maybe I just play too aggressively wide, eh...), and if they flip to the leader they become very hard to conquer back. If they declare independence it's a far less of problem, and besides it makes a bit more flavor sense too imo.
 
love the city revolt move here.. in the event that there are no free slots, can it favor flipping to the nearest existing city state, or maybe an allied city state if one exists? I like the idea of cities flipping to majors where they touch borders or otherwise reasonably accessible/proximate.
 
On a pseudo-related note to the city revolt: I think I might finally have to admit that my favourite playstyle is not quite feasible anymore. That is to say, Progress + spam 20+ cities as soon as humanly possible. I survive in the short term, but once those cities grow, I'm drowning in unhappiness by Renaissance. Meaning, the game functions as it should by stopping me from doing such silly things.
 
How it works in the code:
I’m adding a new class of alive status - potentially alive - and I populate all of the unassigned (at game start) minor civ starts with un-initalized ‘potentially alive’ city-states. In this state they don’t affect anything - they’re not allocated any memory because they don’t exist yet. Once the call to create one is issued, a random ‘potentially alive’ civ is called upon, and it is init’d and given the city that revolts. This city is assigned as its capital, and it is a city-state for all intents and purposes. If recaptured there’s no warmonger for the civ it liberated from as it is still originally their city. If that same city flips again it becomes that same city state once again. If a different city flips, that becomes a different city state. And so on. So this can only happen x times per game, where x is the 62 - (y+z) (y= max num majors, z= num minors at game start).

Right now these emergent CSs affect things like spies because, well, they are new CSs. I can exclude them though.

What are the odds of having the city name change to "Free X"

as in, Lyon rebels and becomes Free Lyon (or the Republic of Lyon, or some such.)
 
What are the odds of having the city name change to "Free X"

as in, Lyon rebels and becomes Free Lyon (or the Republic of Lyon, or some such.)

None, as you'd have to generate adjectives for every city in the game for it to make sense.

G
 
On a pseudo-related note to the city revolt: I think I might finally have to admit that my favourite playstyle is not quite feasible anymore. That is to say, Progress + spam 20+ cities as soon as humanly possible. I survive in the short term, but once those cities grow, I'm drowning in unhappiness by Renaissance. Meaning, the game functions as it should by stopping me from doing such silly things.
I found if I'm using the progress city spam strategy (one of my favorites) build lots of workers they help getting unhappiness under control. Use the money generated from new cities to hurry the construction of happy buildings, and you will need a religion. A deep infrastructure with progress tends to make people happy.
 
I found if I'm using the progress city spam strategy (one of my favorites) build lots of workers they help getting unhappiness under control. Use the money generated from new cities to hurry the construction of happy buildings, and you will need a religion. A deep infrastructure with progress tends to make people happy.

Deep state, you say?

G
 
Deep state, you say?

G
For non-native speakers.
Wikipedia says "In the United States the term "deep state" is used within political science to describe influential decision making bodies within government that are relatively permanent and whose policies and long-term plans are unaffected by changing administrations. The term is often used in a critical sense vis-à-vis the general electorate to refer to the lack of influence popular democracy has on these institutions and the decisions they make."
 
Excuse Me !!!!!!! NON-NATIVE SPEAKERS !!!!!! You lot took the Queens English and corrupted it !!!!!!
22 words to describe "Deep State" " Civil Service" - just 2 Words
 
I may have to try and do it again, as I just started a random(civ and map) game with a rather unusual start - Ethiopia on a Boreal map, and nabbed God of the Stars and Sky...

Yeah, I'm kinda stubborn.
 
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