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gotham
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Just a couple of questions on strategy. I've spent about 10hrs today just reading and reading on strategy. All of you that play on Emperor/Diety I envy the Stephen Hawking in all of you.
After reading for a few hours yesterday I went home and booted up a game right away. I was ready for something better than Warlord (which I can't beat) and went right to Regent. I also have a penchant for playing the Earth scenario. No random map for me, no sir! I kept getting stuck on Australia. That really honked. Here's what I haven't been able to address really...
How do you culture flip someone elses cities?
Also, people keep saying that the best way to get techs is to extort them but the AI I am finding is too slow, or am I too fast?
I still have trouble establishing embassies. Do I need do have line of sight on their capital ie. a unit right beside it so that it isn't greyed out by fog of war? I haven't been able to establish anything beyond peace agreements thus far.
Oh, and is part of the problem that I am playing on the Earth scenario? Do random maps not have this problem as much?
Other than that this is a great resource and thank you one and all for your submissions...
Last edited by gotham on 09-09-2004 at 00:17
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Dominae
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quote: Originally posted by gotham
How do you culture flip someone elses cities?
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Three things:
1. Build a city (or cities) as close to the target city as possible.
2. Build a lot of cultural improvements in that city.
3. Make sure that your empire-wide cultural value is also high.
quote:
Also, people keep saying that the best way to get techs is to extort them but the AI I am finding is too slow, or am I too fast?
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This is not such a great strategy on Warlord where you can research faster than the AI anyway. In any case, trading for techs is the best way to get techs, with extortion not far behind. You use extortion to get yourself to parity, then propel yourself into a lead by doing your own research.
quote:
I still have trouble establishing embassies. Do I need do have line of sight on their capital ie. a unit right beside it so that it isn't greyed out by fog of war? I haven't been able to establish anything beyond peace agreements thus far.
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You need to have Writing to establish Embassies. The way to do it is sort of confusing, since it's not through the normal diplomacy screen: you have to click on the star icon next to your capital's name on the main screen, which will get you into the Espionage screen. From there you can pay a sum of Gold to establish Embassies with those civs you've contacted.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:24
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I would add that culture flipping cities is not all that common. You can see cities surrounded by your cities and have no direct contact with its capitol and still not flip.
More likely is to take the city by force at some point.
Last edited by vmxa1 on 08-09-2004 at 10:15
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:24
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Culture flipping, even more specifically, is caused by the following factors (and probably some I don't remember), more or less in decreasing order (ie biggest effect first):
(Each effect is calculated seperately for EACH civ vs. the civ that owns the city, i believe. Correct me if i'm wrong. 
1. Proportion of your vs. their citizens
1a. Resisting foreign citizens
2. Number of unhappy citizens (vs happy ones)
2a. WLTKD/Rioting city
3. Distance from the capital of each civ
4. Number of squares in the 21 square radius that have enemy military units on them
4a. Military units inside the city (prevents flipping)
5. Number of squares in the 21 square radius under that civ's control
6. "Culture" (global, and pretty much impossible to calculate directly) proportion, your civ vs theirs.
6a. "Local Culture". I haven't a clue what this means, but it's a supposed cause.
In order to have ANY chance of flipping, a city must have either (1) or (5) as "negatives" -- ie, either foreign citizens, or squares under other civs control in its 21 square radius (ie maximum city tiles).
But, i'll put it to you this way. According to FlipCalc (which you can download here on apolyton somewhere), which is fairly accurate (though not perfect by any means), a of yours city with 3 foreign non-resisting citizens belonging to a particular enemy, with that enemy's local culture greater and with 1.5:1 ratio of enemy:your culture, being 2x as close to the enemy capital as your own, rioting, and only 1 unit inside, has a whopping
1.70%
chance of flipping this turn, and 16% chance of flipping after ten turns. And that's a pretty lousy city in the flip sense. A non-captured city (ie all native citizens) with 2 garrison units and equidistant between capitals would have to both be rioting and have SEVEN squares under your influence to give you even a 2.00% chance of flipping in any given turn -- meaning you're going to wait 30 to 40 turns for it to flip on average... so don't count on it. Any AI that's going to let you steal 7 of its squares and not go to war is a pretty lousy AI. 
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gunkulator
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In all the Civ3 games I've played, I've had exactly 2 AI cities flip while at peace. Both were crap cities built on that one coastal square I didn't control, across the ocean from the AI, undoubtably producing a whopping 1 shield, 1 commerce. In other words, useless cities that would have fallen immediately as soon as war was declared. Since then, I line the unclaimed beach squares with units once the AI has Magnetism.
I've had a captured city flip back to the AI at peace. It was the former capital and had Sistine Chapel and a couple other wonders. The AI had been reduced to a distant 2 square island. Too far away so I left it alone. Big mistake. It took about 30 turns, but when it flipped, my whole empire went into revolt. Since then, I never leave 1 or 2 city civs alive anymore, especially if they had built wonders that I really need. It seems that the flip calculations don't take into effect the realities of a civ's current power.
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gotham
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While all of this discussion has been great, I am still quite a beginner player. What I was trying to get at is I think is how do I get a culture victory?
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:24
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Follow Dom's prescription and simply build lots of culture. One thing to keep in mind, though, is that in addition to the 100,000 total culture threshold, you have to double the next highest civ's culture. If you leave them alone, this makes a cultural victory somewhat unreliable. If your empire is producing more culture than #2, as it should be, you'll get the victory eventually, but it may take a while.
The bottom line to a cultural win is lots of cities with cultural buildings, an early start on culture-building and snagging as many wonders as possible. Remember that everybody can build temples, libraries, etc., but only one civ can build each wonder, and each one is 2-8 points per turn that none of your enemies can match. Over several wonders and a couple hundred turns, that adds up.
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Dominae
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Winning by 100k Culture is actually really fun, because there's usually at least one civ with 50k or more Culture keeping you away from it. So the end-game becomes exciting: instead of watching your Culture grow as you do in the mid-game, you have to develop a strike force to take out the civ's top cultural cities. Razing is never more fun!
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:24
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On going for a cultural victory:
Play as either a Relgious or Scientific civ. (Or even better, both like the Babs.) Those half price structures are so useful getting culture build up that much sooner.
On a map smaller than standard, go for One City CV ith the back up plan being some other mode of victory (usually spaceship.)
On a map larger than standard, go for Empire Wide CV ith a backup plan of one city CV, and check ratios again in when the industrial era comes around to see if you should really be going for the one city version.
The empire wide version often involves military expansion to place that many more half price Temples and/or Libaries, along with building multiple wonders at once for that much more total empire wide culture.
The one city version involves building all your wonders in the same city for that much more single city culture and if your religious. This city is usually either the Palace or Forbiden Palace.
Last edited by joncnunn on 15-09-2004 at 01:02
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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quote: Originally posted by Cort Haus
I've done some experimenting on high-culture games on Monarch. In one game I got a 20K culture win with the following 4000BC build queue :
Warrior
Warrior
Worker
Pyramids
Crazy, but it worked. I actually built the GLib but got a SGL on dicovering Philosophy and built the Pyramids next turn. I then squeezed about four or five cities, stuffed them with culture and got about four cities in flips. |
Wow. I've done something like that, but typically it's more like warrior, warrior, settler, pyramids.
I think the best city I've had in a while, and one that would have hit 20k if I'd played the game out, had the Pyramids, Great Library, Hanging Gardens, Sistine, Bach and a couple of others in it, plus the normal improvements. Pyramids & GL both SGL rushed early as all hell 
One pretty solid way to go for a 20k victory is to pick a religious civ and make the first build a temple, forest-chop assisted if possible. That sucker will double absurdly fast and be pumping 4 cp/turn for the entire game. Add a library ASAP, and you're in great shape. The Babs, of course, rock at that.
-Arrian
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Dominae
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Would you also be loathe to build a new temp city in between your maxxed out ones (I assume you're using 4-tile city placement)? By stealing a couple of Food resources that your other cities do not need, it could easily be a 2-turn pump (I assume, without having seeing the exact geography). This would mess up your Corruption a bit, but the "free" two Workers a turn will really come in handy come the Industrial era, where otherwise you would have to build Workers in your maxxed out cities for RRs.
In my first ever Emperor game way back, when I still disliked anything closer than OCP, I bit the bullet and put two temp cities down in the middle of a nice patch of Flood Plains and Hills. To this I attribute my victory (and to Samurai - hey, that's pretty historical: the feudal Japanese peasant/serf and samurai classes).
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