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jack_frost
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I've rome and berlin while they were celebrating WLTKD (both had wonders built by another civ). It helps, but if they wanna defect badly enough they will.
Having tested it a lot with reloads, if there are unhappy people, using luxuries can calm them. If there aren't, having military units will.
Making peace lowers the chance greatly also (probably due to happyness factors).
Get those culture producers quick, ditto w/ happy. Temple then market is my suggestion.
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Felan
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Omaha, NE, USA
Mar 1999 time: 23:16
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Looking at the edit rules part of the editor, I think you can see the built in values that buildings have. Marketplace and banks don't seem to have any built-in culture generating value to it. Temples, cathedrals, courthouse, and colleseum (sp?) do generate culture.
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barefootbadass
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Temple, library, cathedral is my usual sequence for getting culture going. And keep only what forces you need in the city(and not your best ones on defense either), leaving sufficient forces outside the city to retake it immediately if it defects.
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SanPellegrino
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No city of mine ever defected if the AI was at least impressed with my culture, lucky me. I thought that is the main reason, but that seems to be wrong. I also garrison at least 4 units in captured cities, i think it helps a lot (at least it quells resistance).
But there is another little bug: If you make a foreign worker join a city of yours, he has foreign nationality, but if you build a settler in a captured city, he is not foreign but barbarian (or sometimes a "Yß090ß"Settler or something) and when he settles down he is from your nationality.
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solo
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Lowell, MA USA
Jan 2001 time: 05:16
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The sure fire way is to keep one military unit in the city for each citizen that might defect. Thus, 3 military untis keep a size-3 city safely on your side, allowing you time to implement all the other ideas listed above for keeping the city safe from defection.
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sachmo71
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de Tejas
May 2001 time: 23:16
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quote: Originally posted by solo
The sure fire way is to keep one military unit in the city for each citizen that might defect. Thus, 3 military untis keep a size-3 city safely on your side, allowing you time to implement all the other ideas listed above for keeping the city safe from defection. |
In some instances, I have seen cities with hordes of troops revert to the original culture, but if I reload and move the troops out, it stays under my control. This has never happened to you, solo?
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solo
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Lowell, MA USA
Jan 2001 time: 05:16
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sachmo71,
My information comes from the Soren Johnson chat transcript, so I believe it to be true, but to answer your question: No, this has not happened to me yet. It may be because I reduce captured cities to size 1 ASAP by building settlers or workers to reduce the foreign faces to just 1 citizen, which I also keep happy and garrisoned. Then I let the city grow and add cultural improvements.
I'm not sure I understand what you are accomplishing with a reload. Perhaps at the time a city is taken, not all of the pertinent information about the city's status has updated by the program until the game is saved and reloaded. If so, this is a programming bug, which should be corrected in the coming patch. Until then, I will save and reload right after taking cities to insure that captured cities behave the way they were designed to by the game's programmers.
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sachmo71
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de Tejas
May 2001 time: 23:16
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quote: Originally posted by solo
sachmo71,
My information comes from the Soren Johnson chat transcript, so I believe it to be true, but to answer your question: No, this has not happened to me yet. It may be because I reduce captured cities to size 1 ASAP by building settlers or workers to reduce the foreign faces to just 1 citizen, which I also keep happy and garrisoned. Then I let the city grow and add cultural improvements.
I'm not sure I understand what you are accomplishing with a reload. Perhaps at the time a city is taken, not all of the pertinent information about the city's status has updated by the program until the game is saved and reloaded. If so, this is a programming bug, which should be corrected in the coming patch. Until then, I will save and reload right after taking cities to insure that captured cities behave the way they were designed to by the game's programmers. |
The reload was a cheat! I was playing my first game, and on a very easy level. I had already read about cities reverting for others, but it hadn't happened to me. So, it was late in the game and I was fighting the English. I took 3 cities and cut the continent in half. I had my troops outside, and was about to end the turn, but I didn't think the city would revert (bad logic!). That next turn, I get the message it reverted. So, since the end of the game was so close, and I just wanted to get thru MY FIRST GAME, I reloaded. Moved all of the troops out, and it didn't revert.
Now, it wasn't a scientific experiment by a long shot. It could have had more to do with chance, and since the city didn't go over to the English, I just pressed on. Note that ungarrisoned it DID switch back to the English about 10 turns later. I was hoping you had found that if your troop count matched exactly the number of foreign nationals in your city, it would never revert. Alas, I will probably have to find out thru experience. Thanks for the answer, though!
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ruoyu
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quote: Originally posted by BiggN
If you don't want a city to switch sides on you... build a Wonder in it...
I've never had a City switch sides that has a wonder built in it. |
I don't know if it's true for your own city, but I took over an enemy's city with a wonder in it and it defected right way.
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Coracle
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quote: Originally posted by ElitePersian
I've had an original city defect. It was the stupidest thing you can imagine, here's what happened:
i founded this city called Tarsus around 1500BC, the city defected to the Aztecs around 1900AD. At the time, the city was a size 25 city, producing a lotta culture each turn, it had all the improvements possible, plus a couple small wonders, it had above average culture. The closest Aztec city was about 35-40 tiles away! And at the time, the aztecs were getting conquered like mad by the americans and the english, they were down to like 5 cities. There is ABSOLUTELY no reason why my city should have defected, im pretty sure this is a bug in the game, there's no reason why that city would defect. |
Wow. Even I have never had a Culture Flip THAT stupid.
The worst I have seen was when a city that had been Roman for 5,000 years, Antium, filled with all manner of improvements, flipped to me. Was I happy? Hardly. I thought it RIDICULOUS.
I've had BORDERS flip over my improvements, fortresses, and even strategic resources!! I am then expected to just walk away, and if I don't I am forever known as a "warmonger".
It is just absurd even only in game terms. Historically it is nonsense.
Culture Flipping is itself a BUG dreamed up by Firaxis and should be euthanized ASAP. And more and more people are realizing it. Hopefully, it will soon sink in with Soren, too. Hey Firaxis, WAKE UP! 
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:16
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Talk about awakening the dead! 6 month old threads should stay burried, if only it was to prevent Coracle to get new ideas for whacky arguments, like using pre-patch examples to prove his point.
JNL, the "Soren rule" as you put it never was true, it is a guideline that works in general situations. It assumes things like your overal culture being bigger than the enemy, no disorder, and your original city defending instead of an enemy city you want to keep (in that case, the rule of thumb says there have to be twice the number of troops than there are foreign nationals and tiles in your city).
More information can be found in this thread , where I also posted some tactics to avoid flips (on page three). If you don't want to read it, fine, just one piece of advise: don't ever use troops to battle flipping, it is the worst tactic around.
DeepO
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Txurce
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Santa Monica CA USA
Mar 1999 time: 05:16
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I am playing my first game with v. 1.21. I conquered Rome, which had the Pyramids, built the FP in it, and kept it near size 12. Centuries later, I was at war with the Romans again, but had pushed them off the continent - they were down to three island cities, whereas I had about ten of theirs on the mainland. I was in monarchy, and had low culture, although higher than the Romans.
Rome defected. To a faraway little civ, centuries after I built the FP in it. Yes, it's outrageous. Now what would have prevented it? Garrisoning the joint. It was empty (but so were all my other Roman cities, including one almost as big as Rome). I tried it again with three units inside, and no defection.
Fortunately for me, my low-culture, high-military civ had a leader to spare, so I could retake Rome, rebuild the FP, and have a nice campfire story to tell that had a relatively happy ending.
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