Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Strategy-Archive > cultural takeover - what happens to my units
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
temacc is offline temacc
Settler

Jan 2002
time: 05:17
  Old Post 12-02-2002 19:34
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
cultural takeover - what happens to my units Got spare money?

I took over a russian city and put about a dozen tanks and half a dozen infantry fortified in the city however it was right beside moscow the captial and after three turns the city desposed of my gov't and went back to being russian. What happens to all my units I had in the city??

DaveV is offline DaveV
King
USA - EDT (GMT-5)
Jan 1970
time: 00:17
  Old Post 12-02-2002 19:40
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Civilization 2

They're gone forever, I'm afraid. This has been the cause of great anguish to some players, and some have even gone as far as uninstalling the game because of it. I just don't put very many units in captured cities.

Patience is offline Patience
Settler
Occasional World Leader
Feb 2002
time: 05:17
  Old Post 12-02-2002 20:23
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

In the "culture flipping exposed" thread, it is mentioned that the number or strength of your forces in a given city does not play a significant part in culture reversion calculations.

In other words, it does not pay off to garrison a city with half your military, if your goal with this is to prevent conversion.

When in war, I usually try to bring obsolete units along for garrison duty. That way I will not lose valuable units if a captured city reverts, but I still get the small bonus for units in city when the game does its culture reversion calculations.

The only times I am nervous is when I have to let my best attack units rest in a newly taken city

siredgar is offline siredgar
Prince
New York, NY
Nov 2001
time: 00:17
  Old Post 13-02-2002 01:29
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Call to Power 2

That is why culture-flipping should be banned.

DaveV is offline DaveV
King
USA - EDT (GMT-5)
Jan 1970
time: 00:17
  Old Post 13-02-2002 01:58
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton

quote:
Originally posted by Patience
The only times I am nervous is when I have to let my best attack units rest in a newly taken city


A unit will need at most 4 turns to heal outside a city. Civ III rewards you for having a really massive attack force: while the units from your first wave are recovering, the second (and third, and fourth) wave carries on the onslaught.

Dida is offline Dida
Prince

Jan 2000
time: 05:17
  Old Post 13-02-2002 04:10 Visit Dida's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Put an end to popups!

i think the units should not be killed, but rather sent back to your capital or something.

Shaka II is offline Shaka II
Chieftain

Nov 2000
time: 05:17
  Old Post 13-02-2002 07:32
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Browse Apolyton AD-FREE

Or maybe 1 or 2 units could be killed in the revolt, with the rest expelled to outside the city borders. Or all units could be expelled to outside borders, but they take some damage in the revolt.

I like to bombard cities down below size 6 before I capture, so that a reasonable force can subdue the resistance, without fear of losing them all. If it's a size 24 to start with, then several turns may be required. I also like to give my obsolete units the garrison task and keep my good troops outside in case there is another flip. Eventually they learn that resistance is futile.

I don't know if there is a limit to the number of flips a city can make, but I think I have seen the same city flip twice. When taking over a bunch of cities near enemy capital, (conquering wave), I try to chase their capital away from recently captured cities to prevent more flips.

The best flip experience was when one of my native coastal cities (~ size 10) flipped to Chancellor Bismarck, but he didn't want it, so I got it back! I think that taught them a good lesson, but I rush bought them a cathedral, just in case.

fezick31 is offline fezick31
Warlord
Cliffs of Insanity
Nov 2001
time: 00:17
  Old Post 14-02-2002 00:33
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton buy from Amazon

You could always go for the total war approach (which has mentioned in other threads). Keep several settlers in reserve. When you capture a city, burn it to the ground and then move your settler in to replace it.

If you preserved even half of the terrain improvements the previous city had, it will grow rather quickly, and all the citizens will be yours. Just make sure you build quickly, especially if land is scarce. Otherwise the other AI will move in and build there.

Purest Warrior is offline Purest Warrior
Chieftain
Hafnia
Jan 2002
time: 06:17
  Old Post 14-02-2002 13:31
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by Patience
In other words, it does not pay off to garrison a city with half your military, if your goal with this is to prevent conversion.


This should be fixed with the new patch (due for release today), where you can garrison a city, with at least as many troops as citizens, and totally prevent cultural conversion.

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:17
  Old Post 14-02-2002 15:52
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Enter the AD-FREE zone

Hopefully they will let us know exactly how many are necessary to prevent cultural defection. 1 per pop point?? 2?? 10 units per city??

Whatever it is, they should let us know so we can actually use some strategy rather than "guesstimation"

Purest Warrior is offline Purest Warrior
Chieftain
Hafnia
Jan 2002
time: 06:17
  Old Post 14-02-2002 18:53
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

According to the readme, it's 1 unit per pop point.

Ironwood is offline Ironwood
Warlord
Fresno, CA
Oct 2001
time: 21:17
Post  Old Post 14-02-2002 21:54 Visit Ironwood's homepage!
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Call to Power 2

The thing about culture flipping is that it's easy to prevent in *this* version of the game.

To take the example that started this thread, you had ten tanks in a city, right next to the capital. What were those tanks doing sitting in that city?

My next move would be to *immediately* move into the capital, taking it over. This would almost obliterate the risk of cultural defection.

Also, have you been ignoring culture at home? This is how I imagine cultural defection works in the case of a massive military force.

Your culture is weak; their culture is strong (they have great wen, you have little wen). Your military guys rush into the city, kill and rape and loot (since, in the case of attacking a culturally more developed civilization, your pool of potential military recruits is likely a bunch of worthless mother killers, and not virtuous professional soldiers). Then they settle in for garrison and head busting duty.

Slowly, they begin to partake of the great culture of this city, and come to admire the culture of the area. Some of them take interest in the other guy's rich history and philosophy. Others take local girls for wives. Still others might actually join the other guy's religion. Some remain loyal to you, but a split begins to develop.

The key thing to remember is that *none* of these guys joined because of a great love of the ideals they were fighting for. If they were that sort, well, they'd be working for the other guy. Some of them are mercenaries working for pay. Others are just layabouts with nothing better to do than loot. But, well, many of us older posters know the "civilizing" influence a good woman can have on a man. Old men with cool stories are almost as good.

The locals, of course, desperately want to be back under the rule of their beloved ruler (as opposed to the barbarian that rules over them now). This begins to infect some of the men. When the revolt breaks out, no longer are the lines drawn in terms of military units and foreign population. Now, it's just man, against man, against man. Probably a good portion of the revolting force are actually men who once fought under your banner.The others either die in battle, or slink away in shame. All desert your banner.

Allemand is offline Allemand
Warlord
Olympia
Feb 2000
time: 05:17
  Old Post 15-02-2002 05:17
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Got spare money?

"Virtuous professional soldiers?" I was never called that.

In this particular situation, it appears that temacc was too close to the enemy capital, where tremendous cultural influence is centered. I've had so many capitals flip more than once in a short time that I no longer let them survive (unless they have a wonder I absolutely must have, and that's almost never). The cities near the capital are also high in culture because they are the oldest cities in that country. If you capture one like that, just keep one unit in it. If it flips, raze it on the next turn. Keep in mind that it can also flip later, after the war is over, unless you completely destroy that civ.

Ironwood is offline Ironwood
Warlord
Fresno, CA
Oct 2001
time: 21:17
  Old Post 17-02-2002 09:14 Visit Ironwood's homepage!
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Full PM-box? Change here!

Yes, I have had a postwar cultural defection, once. It was really odd. One minute, I'm rushbuying all kinds of cultural improvements into the city of Babylon (I was playing the Chinese, and had removed the Babylonians from my continent, the only one on a tiny planet), the next minute, they rebel and rejoin the Babylonians! There wasn't a single adjacent Babylonian cultural border; the nearest Babylonian city was an island a good four squares offshore.

It was annoying, but I just sent riders south, to retake it. Declared war, finished them, finished everyone else, finished the game.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:17
  Old Post 17-02-2002 22:18 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Tired of ads?

well , you could prevent this , by putting one unit in town , or two , and put some units around the city , and if the city needs more "ground" put them on the land that they need , of course , this could mean war , but not allways ! , also , keep some workers ready , and let them join the city , that will do a lot


have a nice day

DrFell is offline DrFell
King

Sep 2000
time: 05:17
  Old Post 18-02-2002 06:21
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Purest Warrior


This should be fixed with the new patch (due for release today), where you can garrison a city, with at least as many troops as citizens, and totally prevent cultural conversion.


I'm afraid the patch doesn't fix it. I had 10 archers in a size one city on deity level, and it flipped back to the zulus (they only had three cities at the time vs. my 12 too)

Purest Warrior is offline Purest Warrior
Chieftain
Hafnia
Jan 2002
time: 06:17
  Old Post 18-02-2002 13:39
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by DrFell


I'm afraid the patch doesn't fix it. I had 10 archers in a size one city on deity level, and it flipped back to the zulus (they only had three cities at the time vs. my 12 too)


Checked the readme again and it says that it is now possible to completely suppress a city's cultural reversion with enough military units.

So it's not necessariliy on one-to-one basis...ahem, like someone said. Sorry, for the misinformation.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:17
  Old Post 18-02-2002 13:53
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Tired of ads?

quote:
Originally posted by Purest Warrior


Checked the readme again and it says that it is now possible to completely suppress a city's cultural reversion with enough military units.

So it's not necessariliy on one-to-one basis...ahem, like someone said. Sorry, for the misinformation.


When Soren was asked how many units were required, he indicated that it's around 2 units per 1 population.

Purest Warrior is offline Purest Warrior
Chieftain
Hafnia
Jan 2002
time: 06:17
  Old Post 18-02-2002 14:09
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, buy Civilization 2

Who is Soren?

JFB is offline JFB
Settler
Piteå, Sweden
Jan 2002
time: 05:17
  Old Post 18-02-2002 16:09
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

So, is it reasonable to think that a garrison can now somewhat substitute for culture-builds? (in the 1.17f build)

I'm just thinking that it can prevent reversion both ways, so one of your cities near enemy borders can benefit culturally from a larger garrison, not by adding culture but negating enemy culture.

If this is the case, it could help game-balance. I've lost cities to culture when I focus on military and lost cities to military when I culture-rush improvements. This way, you can maybe balance both better.

Zanzin is offline Zanzin
Prince
Sydney, Australia
Mar 2001
time: 15:17
  Old Post 18-02-2002 16:31
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by Purest Warrior
Who is Soren?


That'd be Soren Johnsen of Firaxis, the head AI programmer on Civ3. He's the man to ask about all these AI questions!

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:17.
Apolyton Time is 00:17.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0561 seconds (90.22% PHP - 9.78% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net