What did I do wrong???

Colin4964

Chieftain
Joined
Jan 12, 2005
Messages
14
New to Civ3, so still learning. Playing PTW as English (Warlord level), ahead the tech race, however no resource of rubber. Nearest appears to be deep in Eygptian land. I built up a bank of bombers, calavy and artillery, and start a major bombardment. Claim my first city, which has a pop left of 8, then set about building a temple, and put about 25 units of calavy, artillery and riflemen in to secure.

Two turns latter, I get chucked out. Why? They said something about Eygpt has better culture. Also, can't find my units, very unhappy. I need to claim about half of eygpt to get some rubber. Any ideas?

Thanks
 
That would be a culture flip. If the culture of the enemy towns next to yours is superior and you have foreign citizens in that town (you just captured it), the city might flip over to your enemy (not necesserely an enemy, happens in peace time as well) and your garrisoned army is lost in the proccess. There are a few ways to avoid it:

Raze the city, raze the city and build your own there, starve the city after you take it while hurrying production of a temple/library, garrisonning a gazillion of troops in there, not garrisoning your troops in there, but on the next tile and retaking the city after it flips (some citizens are killed in the process making it easier to hold on to the city)...

Usually if the newly captured city is going ot flip, it will not do it on the next turn after you capture it, so you can garrison your troops in there to prevent/repell the counter attack and move them out the next turn...

Anyway, this can be disabled in the menu before starting the game, just unselect cultural conversions

I am sure you can get some very experienced players answer this question in greater details and give you a few nice links also, so hang around and ask away, these people are very helpfull!!!

WELCOME TO CFC!!!!!!! :D
 
Thanks for the quick reply.

Did I read you right about the temple. if I was to rush build a temple and library, what are the chances of holding onto the city. Will need to re-attack soon as I need that rubber.
 
I'm not sure about the chances, but they go way up the more cultural buildings you have in the city and the less foreign citizens you have in the city. The garrison does not appear to be a very effective means to hold a city from culture flip though. Go to the Strategy threads and look around in the articles, there is a formula somewhere that calculates the flip chances... Or you can wait a bit and someone will get that link for you...
 
A flip is impossible if:

BOTH
a) There are no foreign citizens in the city.
b) None of the city's 21 tiles are under foreign control

The modifiers are:
a) Distance from capital
b) Number of foreign citizens
c) Number of tiles in foreign soil
d) Relative cultures of both civs
e) Relative culture in the city
f) WLTKD/Civil Disorder
g) Number of Resistors (they count three times as much as a foreigner)
h) Government
i) Something else I can't remember
 
If you have *enough* combat troops (Artillery doesn't count ;) ) garrisoned in the city, it will not flip. But how many is "enough"? That's the question. Check out FlipCalc in the Utilities forum. Your size 8 city, with resistors, 10-12 tiles still under Egyptian control, might need all your combat units just to prevent a flip!

If you need to take territory, you need to do it swiftly. You can't plan on having (formerly) enemy cities just sit quietly by while you invade. If your enemy is stron culturally, they *will* flip, sooner or later. Raze the cities if you don't need them, starve them down if you do. Keep the bulk of your army moving forward, and station a few troops near your new cities to retake them, if necessary.
 
Thanks for all the advice. Got distracted by Romans calling a War, so starting to kick their butt, using the info above, already secured one city, on route for second & third. Thanks again all.
 
Check out CrpSuite, link's in my sig. It will have a tab on cities that may flip. Plus other, spoiler-free information.
 
I also have a culture flip utility, which shows the chance of a flip over time.

Be sure to get rid of foreign population (starvation, settlers, workers), and rush culture into the city.
 
You don't get units when the city flips. You might get a defender, maybe, but that might also be when you 'buy' a city from the AI (via peace talks)....I don't remember which is which. But unit for unit they do not change sides. They just disappear over to la-la land.
 
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