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Jameschipmunk
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Overland Park, KS
Mar 2002 time: 23:17
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I think the newest patch, 1.17f, fixed the garrison thing, if you have enough troops in the city it will NOT flip.
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stankarp
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australia
Feb 2002 time: 05:17
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Culture flipping of captured cities is what really has put me off CIV 3. As one comment in this thread pointed out, number of troops in a city should be the biggest, not smallest factor in culture flipping. Once you get past about 500AD, the game just bogs down and frankly, I dont know why I or others bother to continue. Up to about then I can put up with the shitty combat system and the gross bias to the AI, but when you find that libraries, temples and coloseums can destroy large slices of your elite forces built up over 3000 years, it is just the biggest turnoff for me
Culture flipping in its present form is biased and totally unrealistic. In my current game on a gigantic map with 12 opponents on monarchy, I started on one of three large continents with the Egyptians and the Greeks. i took over their Civs, despite the computer manufacturing and repositioning settlers just when your are about to wipe them out. I occupied the whole land mass except for a narrow strip on the top end which is mountains and snow. Five small cities have been built there by 3 different AI. It is now over 1000 years, my cities there have all got at least 3 culture improvements and none of the AI cities have expanded at all indicating no culture and they are a long way from home compared to my cities and no one has flipped. I have also built half the wonders so far, or captured them.
However the crunch is that I am attacking the Babylonians on the next continent. They have 16 cities, mostly size 12 and have 2-3 culture improvements per city, no wonders. I massed for several turns and over two turns captured 8 cities, garrisoned each heavily, tried everything including converting all non resistors to entertainers, where possible joined non Babylonian workers to the cities, and still after 2 turns, 1 city per turn flips and takes the WHOLE GARRISON WITH IT It is really starting to give me the shits. I have replayed those 3 turns so many times to try and stop it and I cant. I tried selling one city a turn to another AI and if I did that, no city would flip that turn, but if I replayed and did not sell a city, 1 city flipped. I tried in one sequence where the same city flipped each time I replayed, I emptied that city except for one combat unit, and guese what, a different city flipped
I think it is really bad play testing and design to have a feature that is so unrealistic and unplayable to be left in a game. The only strategy I can see is to ruthlessly destroy every captured city over about size 4 and use the workers to build improvements in a level 1 city of your own. It is not the flipping that I mind so much, its the fact that the garrison is totally destroyed with it. I would like the dumbos who thought this one out to justify it, explain how a few citizens can just wipe out cavalry, artillery and riflemen just like that.
In CTP2 there have been many small changes made by accessing SLIC codes and changing values. Anyone managed to do it for CIV 3 so we can change some of the values to make it more realistic. The late stages of the game are hard enough without this as well.
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stankarp
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australia
Feb 2002 time: 05:17
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theseus, thanks for the comments but-
a) very unlikely, actually impossible, to have 24-36 units to occupy each city. Most AI cities are level 10-12 after 500 ad when the problems really start.
b) leaving the city vacant then recapturing leaves the problem of not reducing the number of resistors.
c) if you dont garrison, you dont reduce resisters, you cant hurry prod if there is even ONE resister.
d) did that, but if you keep doing that, you never win, retake it and you have the same trouble, resisters.
The catch 22 is that when you capture a reasonable city, say level 12, there will be from 5-11 resisters. If you dont garrison, they dont convert. If they dont convert then you cannot hurry prod. After 2 turns they start flipping. If the city is already say level 12, you cannot add to the city.
I think we should nickname Sid , Attila(the Hun), or Adolph(Hitler) or Joseph (Stalin) or even better POL (as in Pot), because the end game of his creation basically pushes you into become a scorched earth monster to win the game because i cant see how you can win any other way against a reasonable number of AI because of the cheats inserted to help the AI, including corruption, trading techs to each other for nothing, manufacturing units to frustrate the human player etc.
I think i'll go back to another game and if PTW doesnt clearly address this issue which has made a lot of other people apart from me very annoyed, angry, frustrated and pissed off, I'll be keeping my money in the my pocket. I like the basic concepts until you get to the crunch time and then it just isnt fun. Wonder if i can sue for causing mental anguish because there a lot of things in this game which are not what they seem. There are obvious hidden probability strings that govern a lot of the results that you are not told about. eg, I find it handy to keep a few obselete units in the front line because you regularly hit a combat where the result is pre-determined so I re-run and expend that warrior so i can save that cavalry from the ignominy of being killed by the bowman.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:17
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Sorry, I didn't fully explain.
I HATE resistors... my approach to absorbing cities into my empire (resistance is futile) includes driving down to 1 of the original pop, whether before or after the capture. A balance of arty, capture(s), rushing, drafting, and building workers results in no problems.
Your 2nd point: Civ3 is more warlike than any of its predecessors, and most of the imitators. Re-phrase that: It REQUIRES war. That's pretty huge... prior, "builder" strats were fine. I know this may PO a lot of customers, but I acknowledge, and indeed revel in, this fundamental truth of inter-society relations.
(OK, that was a little much... the design decision has been that war is a big part of how things work... either you're fine with that or not).
Your last point: You're getting upset with something that is your choice (with the latest patch). There is a chance, could be .96% for MA attacking Warrior on grassland, of inclement results, and either you deal with that or you choose to re-load with a new seed. Your call.
It's a game, with rules. It sucks when you loose your King to a Pawn, but that's the way it works.
Maybe I'm a "glass half full" kinda guy; whether it's the Spearman vs Tank thing, or I didn't get no luxuries, or I'm in between Zulu and Germany (grins), I like it that the Pawn can take the King.
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stankarp
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australia
Feb 2002 time: 05:17
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Hi Theseus, thanks for the extra feedback.
You havnt explained how you get past that critical stage, 2nd turn after capture to no resisters. Thats the crunch. Cities in resistance cant rush buy, dont garrison and there no quelling of resisters. Garrison and those elite troops you have led for 5000 years just disappear.
The point I was making about hidden strings is that there is no probability in the game combat system as described in the manual, and i think, for very little else. When you roll a dice, there is a 1 in 6 chance for each number to come up. On that basis if you replay a CIV 3 turn, the overall balance should be roughly the same, but the individual outcomes should be different. But what you get is exactly the same results in exactly the same sequence. Even down to the order in which each of the opposing unit in a battle takes the hits. You can enter a hut in a turn replayed 100 times and you get the same result. Wait a turn, come from a different direction in the next turn and you will get a different outcome, even if its a different babarian that pops up.
I am not the only one very pissed off with the unrealistic culture flipping of heavily garrisoned newly captured cities. Read the rest of this thread. The thing that really ***** me off is the fact that your garrison, no matter how big, experienced, powerfull, just instantly becomes a memory. A couple of cultural improvements are a better defence for the AI than an army. Pity the Jews didnt realise that to beat the Romans, all they needed was a library as well as that temple
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stankarp
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australia
Feb 2002 time: 05:17
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Missing the point now I think. It s not so much the culture flipping, but the loss of that experienced garrison. Thats the part that really gets to most people. My recollection from reading history is that revolting cities mostly drove out the garrisons, or beseiged them in a citadel or similar, rather that Sid POTs interpretation where apparently they become cannibals and eat the garrison.
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stankarp
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australia
Feb 2002 time: 05:17
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Eurika ( I hope), I think I have solved the problem. I tried the following.
This is post 700 AD when most Ai cities are 10-12, and I have cavalry. Attack and take out about 5 ciies, preferably 3 sq by road from your border. garrison as heavily as possible, put riflemen in to take counter attack, put all non resisters on entertainment. Next turn attack again and take 2-3 more cities, garrison with 2-3 units while garrisoning up the first lot of captured cities as heavily as possible, then force peace. Next turn, nearly all cities captured in the first round will loose all resisters if you are at peace and have about 1 garrison unit per population level, rush buy a temple and try to join 1-2 different workers to the population. Next turn, remove all but 1 or 2 cheap units from the first lot of captured cities and garrison outside or close enough to attack if they flip. Rush a library as soon as possible in each city.
I noticed cities will not flip for 2 turns after capture and if you can quell the resisters in that time, rush a temple or library and join a worker or two, they are unlikely to flip, at least for a while. The tactic is working well now as I remained in despotism since turn 1 and rush buying also reduces the population quickly. After about five turns you have a temple and library and the population is down to a managable 4-5. I then rush a granary and a barracks and every 10 turns or so churn out a veteran cavalry, keeping the population down to between 1-4. 
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stankarp
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australia
Feb 2002 time: 05:17
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Thanks fitz.
Havnt seen a cIty flip yet until turn 3 after capture (counting turn 1 as the turn of capture). At least I can now hold onto cities without having to raze them automatically on capture. I have had only 1 city flip so far after I built the temple and library.
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Coracle
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quote: Originally posted by stankarp
Thanks fitz.
Havnt seen a cIty flip yet until turn 3 after capture (counting turn 1 as the turn of capture). At least I can now hold onto cities without having to raze them automatically on capture. I have had only 1 city flip so far after I built the temple and library. |
I lost NINE military units in a town of '1' that flipped the turn after it was captured. The units were in there healing each having lost just one hit poiint. This was in the Ancient period so it wiped out my offensive force of legionaries and I quit in utter disgust.
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stankarp
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australia
Feb 2002 time: 05:17
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Since I downloaded the latest patch, it has not been a problem. I keep 4-10 units until resistance ends. But I have played all my games to date remaining in despotism to beat corruption. So as soon as resistance ends I start converting units to culture/happiness improvements.
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Coracle
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quote: Originally posted by DeepO
Coracle, why do I have to follow you around whenever you post your 'size 1 town flipped with 9 troops in it' example? Judging from the screenshots you posted, it was a size 8 or 9 town (including the tiles in range that weren't yours), with 8 troops in it. I answered this before to you. Get over the loss, it was your own fault, not Firaxis' fault.
And while were posting links: maybe it's best to include a link in this thread to the formula that was derived partly from the information given here: Culture Flip Formula. This Dan thread seems to pop up from time to time, you might want to read Soren's comments on the issue as well.
DeepO |
Yea, you DO follow me around always defending Firaxis no matter what illogical unrealistic stupidity they offer us. I guess you need a hobby.
There are no size "8 or 9" towns; those are called cities. So you are wrong again.
I had a TOWN of '6' flip with NINE military units in it - six full strength veteran legionaries vanished as did a catapult and two spearmen. Game over, good-by. I haven't played a full game since.
Others have posted similar absurd flips, such as "Lt. "Killer"M" at CFF. Do a Search.
I have ZERO interested in some arbitrary and contrived "formula" Soren put together for an arbitrary, contrived, and unrealistic concept. Yea, I have time for Soren's formulas! Just what we need - more tedium.
But the least Firaxis can do is give us something many have asked for - a warning meter or graph of some kind that tells us the flipping status of a city, sort of like the Global Warming notice. But we won't get it.
I will enjoy watching the "historical" scenarios when Patton's entire army, or Napoleon's Grand Armee, disappears into thin air when a flip suddenly occurs. 
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