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 > Trouble with city defections
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
Lewsir is offline Lewsir
Chieftain
Paris, France
Jan 1970
time: 06:18
  Old Post 28-02-2002 18:27
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Trouble with city defections Remove this text

I'm still getting nailed - frustratingly often - with the cities I capture defecting back to their original civs. Can someone help me understand the details of what causes this? I'll take a city and hold it with lots of troups, sometimes 8 or 10, and it will still go back. I had thought it only happened during war, but even after peace is declared I've had cities revert. And it happens even when I have cultural superiority over my enemies. Other questions:

- does the distance from your own cities matter? (I've had particularly bad luck attacking across large expanses of water)
- does adding more entertainers do any good?
- Does the strength of the occupying units matter, or only the number?

Acemo is offline Acemo
Warlord
Eastern US
May 2001
time: 00:18
  Old Post 28-02-2002 19:48
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
read this Support Apolyton, pre-order Civilization IV

http://apolyton.net/forums/showthre...ulture+flipping

I think this was pre-patch, some things may have changed. Specifically I think units in a captured city will help prevent cultural defection, the readme may have details.

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:18
  Old Post 01-03-2002 06:15
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton buy from Amazon

If you have enough military units in a city, that city is prevented from defecting.

"Enough" units varies though, depending on your total culture, their total culture, population in the city, distance from capitals, ...

Encomium is offline Encomium
Warlord

Jan 2002
time: 00:18
  Old Post 01-03-2002 10:09
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
1.17 DID NOTHING Avatar Enlargement: We've got the solution

I had TEN full strength veteran and elite units in a town of '5', but it STILL flipped!!

Why?

It was eight tiles from the enemy capital, which was also the ONLY city left in that other civ. I had TWENTY towns/cities.

So garrisons don't matter, and neither does your overall score and power - just the proximity to the enemy capital. And it is a BIG CROCK.

Solution? Anytime a city/town flips I go to AutoSave, evacuate the garrison and raze it the next turn. Although then the AI is so dumb it keeps trying to send settlers to that open space EVEN WHEN AT WAR WITH ME.

Lewsir is offline Lewsir
Chieftain
Paris, France
Jan 1970
time: 06:18
  Old Post 01-03-2002 17:25
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Firaxis post Support Apolyton, buy GURPS/ Alpha Centauri

I just spotted the post by Dan Magaha of Firaxis over on the strategy forum. It seems to answer most of my questions. And as I suspected, the number of units in the city doesn't do much to influence the probability of a city "flip". To me that's a major problem in the game - made worse because if you do happen to have a lot of units in the city, you lose them all, which can be disastrous.

I would love to see that algorithm modified in a future patch!

AJ Corp. The FAIR is offline AJ Corp. The FAIR
Prince
Antwerp (the pearl of Flanders) Belgium
Jan 2002
time: 06:18
Arrow  Old Post 02-03-2002 00:54
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Enter the AD-FREE zone

Whilst approaching the enemies capital, you're probably in a winning campaign. Keeping its cities most of the time sucks (excuse me...) as unhappiness is screaming !!! (especially later in the game) Raze them and build a new city. Wonders of course could be worthwhile. Just defend the new conquered city with 2 or three strong defensive units and the others not in but near/around the city. No more need for savings! Flipping back = conquering back! You WILL win ...

AJ

Rainstorm is offline Rainstorm
Settler

Nov 2000
time: 05:18
  Old Post 02-03-2002 19:32
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Got spare money?

I have the same frustration, it is one of the major reasons I stopped playing Civ 3 for a long time. It just seems that everything in the game works against you successfully conquering other civs. Certainly you can do it, but it becomes so frustrating and time consuming that it drove me nuts. In the early game its not so bad, but the higher tech levels you get the problem seems to get worse. I just don't understand the logic of culture flipping during wartime. During peacetime, a city or two defecting to the dominant culture is fine, but how in the world does it make sense to have a city which I have just taken, reducing it from pop 10 to about pop 2, and filled with my own troops, reverting. What, are my conquering tanks going to let a few disgruntled civilians push them around when we just smashed the enemy's military machine?

I think any kind of reversion during wartime should be divorced from the normal cultural rules. It seems to make a lot more sense to link it to the amount of resistance in a city. That way, if you lightly garrisoned a city there would be a chance for the people to form guerrilla groups and maybe eventually revolt and take it back over. But just a vague cultural reversion that you don't even have a chance to fight? No way.

Lewsir is offline Lewsir
Chieftain
Paris, France
Jan 1970
time: 06:18
  Old Post 04-03-2002 15:59
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Effect of new patch Enter the AD-FREE zone

I'll put here the same thing I just put in the CIV3 strategy forum:

I haven't actually played with the new patch yet, but would be very interested in hearing from people who have - any insights on whether the patch has much effect on city flipping, especially if you put a lot of units in?

From what I gather from Firaxis, the new patch does increase the influence of military, but it still sounds pretty difficult to hold onto a large foreign city. From the Apolyton news clips Feb 16, they post, from Firaxis:

"Number of units to supress cultural reversion: cities with 2 or 3 foreign nationals and full control of their city radius probably will be under no risk with 4 to 6 units".

If this relationship holds for bigger cities, you'd need around 20 units to be sure of holding a size 10 city. Ugh. Thus it still seems the case that for large cities, either pound them down with artillary ahead of time, starve em out quickly once you get em, or just raze them to the ground. I hate those choices.

AJ Corp. The FAIR is offline AJ Corp. The FAIR
Prince
Antwerp (the pearl of Flanders) Belgium
Jan 2002
time: 06:18
  Old Post 04-03-2002 16:20
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Avatar Enlargement: We've got the solution

You can read lots more about the effects of patch 1.17f on different threads (also forum-general). But those that feel frustrated about conquered cities flipping back should install it ASAP. Since installment I've never experienced a flip back, before the installment it happened way too often ...

AJ

Lewsir is offline Lewsir
Chieftain
Paris, France
Jan 1970
time: 06:18
  Old Post 04-03-2002 18:01
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Avatar Enlargement: We've got the solution

Seems not to be the same as Encomiums experience...I'll check around the website for other tales...

Blaupanzer is offline Blaupanzer
Prince
Fairfax, VA
Oct 2000
time: 00:18
Wink  Old Post 04-03-2002 20:46
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton

So far with 1.17f installed, the 2 to 1 (2 land units to each foreign citizen) has worked for me. I have seen the AI experience flipbacks, so that may not be programmed into their logic. The AI who lost the cities in both cases had stacks of troops standing around looking threatening out of the cities. Nonetheless, distance between the city in question and the two capitols does appear to matter a lot more than the respective civs overall cultural scores.

Lewsir is offline Lewsir
Chieftain
Paris, France
Jan 1970
time: 06:18
  Old Post 04-03-2002 20:53
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
capitals Support Apolyton buy from Amazon

The other thing that bugs me about the proximity to capitals thing is that if you take a civ's capital, it instantly reappears nearby on the map. Taking the capital ought to provide you with at least a few turns of pseudo-anarchy and reduce the probability of flippage, before the new capital reappears. In CIV II didn't you have to rebuild the palace or something to get a new capital?

Blaupanzer is offline Blaupanzer
Prince
Fairfax, VA
Oct 2000
time: 00:18
Wink  Old Post 04-03-2002 21:24
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

In Civ II yes, unless the money was available (1000) to rush it cold at another city. Despite the many similarities, this is NOT Civ II. Nothing in Civ II about culture. Rarely, an AI city would flip to the player (once every 10 or twelve games.) Much different now. The cities flip between AIs, your own cities flip, and Happiness and culture get compared between civs and cities.

AJ Corp. The FAIR is offline AJ Corp. The FAIR
Prince
Antwerp (the pearl of Flanders) Belgium
Jan 2002
time: 06:18
  Old Post 05-03-2002 01:49
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Re: capitals Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Lewsir
The other thing that bugs me about the proximity to capitals thing is that if you take a civ's capital, it instantly reappears nearby on the map. Taking the capital ought to provide you with at least a few turns of pseudo-anarchy and reduce the probability of flippage, before the new capital reappears. In CIV II didn't you have to rebuild the palace or something to get a new capital?


I guess you're right about the few turns of pseudo-anarchy that should be when a civ loses its capital; it wouldn't be different in real life. An immediate relocation of your palace (meaning your political decision centre) isn't realistic. But in civ3 this effect of relocation also counts for you! If changed you couldn't easily move your capital anymore by the settler-abandon city-exploit, that I find very usefull ...

AJ

Shaka II is offline Shaka II
Chieftain

Nov 2000
time: 05:18
  Old Post 05-03-2002 05:56
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Re: Effect of new patch Increase the size of your Attachments

quote:
Originally posted by Lewsir

If this relationship holds for bigger cities, you'd need around 20 units to be sure of holding a size 10 city. Ugh. Thus it still seems the case that for large cities, either pound them down with artillary ahead of time, starve em out quickly once you get em, or just raze them to the ground. I hate those choices.


I hate those choices too, but that's what I do (pound them into the ground and/or starve them). They grow back quickly though and I rush buy them temples and libraries (aren't I benevolent ). Still plenty of room for improvement in another patch, but for now, I do what works.

zlandar is offline zlandar
Settler

Feb 2002
time: 05:18
  Old Post 05-03-2002 07:30
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Tired of ads?

Post patch the difference seems to be a delay in how quickly controlled cities will flip back. I pretty much plan to either conquer an entire continguous swath of enemy cities to prevent flipping or will capture the desired one and raze the nearby cities to decrease the opposing civ's culture. The starving tactic works too, but I would have your own workers nearby to quickly rebuild the city population once you have starved out most of the foriegn citizens since the bigges civ majority in a town seems important.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:18.
Apolyton Time is 00:18.
    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 0.0425 seconds (89.74% PHP - 10.26% 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