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eris
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As said in other posts, in higher levels, culture flipping is mostly about defending against it. However, in the more "mere mortal" levels it can be used as a weapon. I find that just one city is rarely enough to flip another city. What I try to do is plant two cities from different sides of the target city. This increases the overlap and culture pressure. Then you rush remples, libraries and steadily build the individual culture of the culture-bombing cities. The process also depends on distance considerations and your entire civ culture. So keep adding culture where you can. After that, it requires one more strategic resource, patience. It never happens right away. It happens as a pleasant surprise some awful number of turns later.
Even with the most patient scheming it will not get you a lot of cities, unless you are good enough that you should be playing on the upper levels anyway. It gets you the occasional annoying city the AI put in the middle of your intended borders, but not much more. However, most times it is a great satisfaction. Why one city gotten through culture satisfies me more than a dozen gotten through other means is a mystery about my personality I have decided not to explore.
I don't know about you, but sometimes I find I do not have any tiles in my territory with the strategic resource, patience. If that becomes too much of a problem, I hand the issue over to my generals. They have their own answers to the issue.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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quote: Originally posted by vmxa1
Well in C3C flips are not very common as near as I can tell. I would not use that as a means of gaining cities or victory. |
I'm glad to hear a master make that observation. It was certainly my impression that I don't get many flips in C3C compared to the original game, even when playing at the same level.
I have a game going at the Mongols where I got two flips in the same turn, one from the Romans and one from the Koreans, but those were the only ones despite a great cultural disparity. Mind you, I didn't try to culture bomb them (not enough cash for such a low priority).
What surprised me was that in AU504 - The Power of Culture I didn't get a single flip.
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vorlon_mi
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I think that the factor I have underestimated
the most (aside from patience, which is often
scarce for me, too) is the distance to the AI capital.
I have been trying lean on a small AI city, but
it is much closer to its capital than it is to my capital.
I am playing at lower levels of difficulty, so I have
a huge culture lead. My hypothesis is that the
target city is too close to flip to me,
barring an incredible act of mercy by the RNG gods.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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quote: Originally posted by vmxa1
I am happy to MM cities, it is the wet lands clearing and RR's I am not fond of doing. |
I think the CTP2 concept of Public Works points was an improvement on MM of workers, though I was *very* grumpy when I discovered that I couldn't build a road outside my territory. I'd be significantly happier with MM of workers in the Age of Steam if I could issue a single "R" command to the entire stack of workers!
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:17
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I don't really get the mechanism. I ran a test at Chief. I played till I won, this was a game someone posted on CFC. It was as the Babs, so los of culture.
About as much as all the civs combined at the end. Most civs had huge spaces and little improvements and only one Chinese city flipped.
Mongols did not flip even after I sacked their capitol. They are a full age behind, so I do not know how much better setup I could try for to get flips.
Last edited by vmxa1 on 06-05-2005 at 21:29
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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Am I wrong, or did culture flipping get nerfed after the early Civ3? I remember my first serious game as the Iroquois, and I was able to push my border with culture (and lost a few of my own, too). It was a dynamic part of the game then. I suppose it was too easily exploited, but I didn't know how back then.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:17
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Actually what happened was:
1. AI min distance planting a city near an oppoent's culture increased by one tile.
2. Troops made much more powerful prventing flips.
Sometime between Vanilla 1.29 & Conquests 1.0 they also added a slight relaxing if the nearby opposing city causing the culture has had 3+ expansions already.
So now the rule seems to be in Conquests 1.22 that if the opposing city has not had two or less expansions, the AI may plant a city no closer than two tiles from the cultural boundary, but if the opposing city has had three or more expansions, the AI may plant a city at the cultural boundary.
One big exception: if the AI has no cities, but has settlers, it will plant the first settler it gets toin the queue in any tile the game would actually allow, even if it declares war. I saw this in Meso American conqest when as Aztecs I took that last city belonging to the minor civ south of me, only they had a settler in route to the gaps in northern south america that was inside the next minor civ south territory at the time. They planted it causing war, and that AI soon raized the offending city to the ground, wiping out the civ.
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