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QuestGAV
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Connecticut
Mar 2004 time: 05:34
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Hey guys,
I just picked up Civ3 Conquests and am fooling around with it. One of the problems I've been having is that I like the idea of cultural conversions, but I absolutely hate having cities flip back to a country I just took them from - and simply erasing a number of my forces as it happens.
I'm currently playing at Monarch level as I get my skills back up to where they should be. I'm playing a relatively militaristic style but am not completely ignoring city improvements and culture. How can I win a war without having cities flip back with 8-10 of my war chariots/knights/cavalry going with them?
I'm also open to playing with the editor if there's a way to allow cultural conversions while minimizing the number of these rebellions. I guess I just want to be a warmonger without having to deal with the population's affinity for asymmetrical warfare reducing my aspirations from global hegemony to local despot.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:34
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It's all or nothing. You can turn off city flipping, but that goes for all culture flips, not just ones during war.
My advice, simplified:
1) Build some cultural improvements of your own, so that your culture isn't way lower than your opponents' culture. It may help to play a civ that gets building discounts on cultural buildings (religious and scientific civs)
2) To the extent that you can manage it, keep the bulk of your forces outside the enemy city, so that if it does flip, it only takes a couple of units with it. Then recapture it.
3) A major factor in city flips is the number of tiles within the city's full radius that are within the opponent's cultural borders. Push those borders back, and the flip risk declines. That means pressing the attack and taking the next line of cities.
4) Another major factor is the nationality of the citizenry of the town. If I do not expect to quickly wipe out the civ I'm fighting, I will starve captured towns down to size1, and then let the pop recharge. New citizens will be of your native civ.
Hope that helps.
-Arrian
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QuestGAV
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Connecticut
Mar 2004 time: 05:34
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Thanks guys, I'd imagine that between all of the suggestions here I'll at least get a leg up on the competition. Pop rushing and worker starving seem especially useful as does changing the rules to allow captured cities to retain their culture. I'm quite partial to communism in late-game war mongering as it is, this only solidifies that.
While I was waiting for your advice, I played a game yesterday on monarch with corruption and cultural conversions turned off and the AI aggressiveness turned down a notch. It had a really strange effect on the AI, it nearly played dead. On a huge map with 15 opponents, none of the opponents were remotely competitive with me (I had 30+ cities vs. 10-12 of the top AI civs without any wars stared). There was none of the normal aggressiveness that I had seen in previous games at monarch, even ones with the aggressiveness similarly toned down. The AI civs seemed to have no desire to explore beyond the continent we were on and as far as I could tell were not trading technologies at all as I was far ahead of all of them. Has anyone seen this before and know what brought it about so I can avoid doing it again? It's no fun playing against a gimped opponent.
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Plotinus
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I like the idea of flipping, whichever way it goes, but like everyone else I hate the fact that any troops in the flipped city simply vanish. I just lost a game of the Japanese conquest because a city that had my Daimyo in it flipped... now how harsh is that!
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Yef
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I think I will not play again with cultural convertions on.
Oh well.
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