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Taxidopolis
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Alex, it's not when the units wander around that gets me worried - they go on patrol anyways - it's when the workers stand around idle with shovels in their hands chatting to each other about the weather or whatever. Especially in the early game when they could be building roads, irrigating etc. This has happened enough to me now to recognise that the AI is either waiting on the excuse of a war to get the units busy and put the workers safe or is expecting a culture flip and is keeping the workers out of the city for safety sake.
I've never had the AI declare war on me after losing a city to me via culture though and the attitude thingy doesn't seem to change either.
Also fishy, but no real surprise, is the fact that the AI when invading by sea makes a bee-line for the weakest defended city on my land. Hey-ho, it's one way of suckering them in ;-)
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Taxidopolis
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Alex, I've played only one game so far with the new patch to get a feel for the changes, which were good, and am starting again at Chieftain level. By chance just this sort of thing you mention accurred in this first game...suddenly the workers down tools, units start to dander about as if on holiday, and then the city flipped. No war, although I did put them out of their misery shortly after this 
Also by chance it was me French they English, mirror image of your own game. As I say it seemed similar to AI behaviour pre-patch but I'll keep an eye out for similar stuff and let you know if war happens at higher levels. What were you on, Monarch or something thereabouts ? The AI does seem more macho with the latest patch so maybe there's a level dependency on war actually being declared at higher levels whereas the AI just seeks to safeguard units at the lower levels ?
I don't think the AI is so dumb as to jeopardise its cities by pulling out militia and so putting it at risk of a flip. Nor does it seem a likely algorithm to have the cities *know* when they're about to flip, get the militia out, re-take the city...the cultural influence isn't going to lessen and so the city would be just as likely to flip back again UNLESS the AI takes a nearby city first....
Whatever, hope to get some more gameplay in over the next couple of days and will keep an eye out for this sort of thing again.
I still reckon the idling workers might be a give-away signal of a city liable to flip...when you go abroad/go conquring the workers are usually busy beavering away at roads etc when you first arrive, then flee into hiding next turn. Maybe the strategy buffs know something on this ?
Taxi
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