 |
|
Venger
|
|
Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
|
|
I would indeed rather see a population swap - down a point here, up a point there. Culture flipping, as has been aruged many times, is pretty asinine.
Additionally, how they tie it to their borders is a little weak too...
Venger
|
|
|  |
 |
|
Palleon
|
 |
Bourbonnais, IL
Jun 2002 time: 23:20
|
|
Here's how I'd like to see culture flipping done. As said before, theres more likely to be immigration to your cities, rather than you gain a city. I think the more realistic scenario would be for X amount of settlers to be created next to the city that would "flip", and could then create a new city for the culturaly powerful civ, or join that civs cities, up to the player. Of course, the civ who is having people leave could always kill those settlers before they crossed the border. Which is anouther reason we need a better UN, maybe they could vote on immigration limits, where a country is only able to accept Y amount of immigrants, and after that, any more that are created could be killed by the other civ without diplomatic penalty. Whadda think?
|
|
|  |
 |
|
heidlejohn
|
|
The unhappy citizen should appear OUTSIDE his original cultural border, not inside. The 'losing culture' should have no chance to kill him.
My suggestion would be a new unit, a colonist, who could either start a colony or join a city but who could not be used as a worker.
Also there should be a new wonder, the Statue of Liberty, which would increase the chances of cultural moves such as these. We need to first, however, change the idiotic culture flipping without prior info.
Then look at a new wonder available with motorized transport to simulate the massive immigration into the US starting in the 1880s.
|
|
|  |
 |
|
Venger
|
|
Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
|
|
quote: Originally posted by heidlejohn
The unhappy citizen should appear OUTSIDE his original cultural border, not inside. The 'losing culture' should have no chance to kill him. |
Agreed.
quote: My suggestion would be a new unit, a colonist, who could either start a colony or join a city but who could not be used as a worker. |
Interesting, should he be able to start a new city? I'd say - yes. If so, might as well make him a settler.
quote: Also there should be a new wonder, the Statue of Liberty, which would increase the chances of cultural moves such as these. We need to first, however, change the idiotic culture flipping without prior info. |
Outstanding idea.
quote: Then look at a new wonder available with motorized transport to simulate the massive immigration into the US starting in the 1880s. |
Bwoop bwoop (overdo alert) (overdo alert)!
Let's not go crazy here...I'm right there with you except for the last paragraph...
Venger
|
|
|  |
 |
|
Coracle
|
|
As for the topic of this thread. . .
Hordes of immigrants, legal and illegal, are flooding America because America and their country of origin PERMIT it (unfortunately), AND because the U.S. is WHERE THE MONEY IS - not where the "culture" is.
Cities and borders do NOT "flip", nor has anyone "razed" a city totally since Carthage over two thousand years ago.
|
|
|  |
 |
|
Coracle
|
|
Then CHANGE it Firaxis!
Just fix it.
|
|
|  |
 |
|
MOHonor
|
|
Nashville, TN
Jan 2001 time: 05:20
|
|
quote: Originally posted by Coracle
Hey fanboy, better get your priorities straightened out. Worry about the utter nonsense that Culture Flipping is historically, and the braindead way it is implemented in the game, instead of cheerleading for Firaxis. |
quote: Originally posted by Coracle
As for the topic of this thread. . .
Hordes of immigrants, legal and illegal, are flooding America because America and their country of origin PERMIT it (unfortunately), AND because the U.S. is WHERE THE MONEY IS - not where the "culture" is.
Cities and borders do NOT "flip", nor has anyone "razed" a city totally since Carthage over two thousand years ago. |
quote: Originally posted by Coracle
Then CHANGE it Firaxis!
Just fix it. |
Way to spew your usual garbage in 3 posts instead of 1. All in the span of 5 minutes no less. LOL! Looks like PCR time!
|
|
|  |
 |
|  |
 |
|
F18fett
|
|
I use culture flipping to take annoying little AI cities. You know how they like to march through your territory, ignoring your orders for them to go away. And then they build a nice city right in the middle of a tundra. Or, they land on a small strip of coastline right next to my border and build a crappy city. Culture flipping gets me those useless cities, so I can at least try and improve them.
But a better idea would be for them to fix the AI's illogical settling patterns and culture flipping.
|
|
|  |
 |
|
Coracle
|
|
quote: Originally posted by cyclotron7
It does have diplomatic consequesnces, but Trip is proposing (i think?) they be increased. I would agree.
I also agree that flipping is meant to re-inforce an idea that is true to history (and quite historical) in a game context that is not historical. It's a give and take, and I am happy where it is.
Terminology question: I fail to see how Flipping, like other point of the game some people take issue with, is treated like a bug rather than a feature they don't like. How is it that you can "fix" flipping? Is it broken? |
Firaxis has a great technique in marketing Civ 3: they take what in any other game would be an obvious BUG and call it a "feature" or a "concept" or an "idea". 
There is NOTHING historical about this braindead crap Soren dreamed up. Hey Soren, how many university History credits DO you have?? 
EXAMPLES:
When a border flips over my garrisoned fortress, mine, and resource with road three tiles from my town and I am insulted and ORDERED to get off or be known FOREVER as a warmonger, it is a load of GARBAGE.
When you have NINE military units in a just conquered town of only '1' and it STILL FLIPS, the entire garrison vanishing into thin air, it is so ludicrous I am insulted by it. You don't think that happened?? Here is the link for proof on the CFF: http://forums.civfanatics.com/showt...&threadid=26738
I wouldn't take PTW for free as long as this idiocy exists, something no Civ 2 player ever asked for in over five years of discussing a proposed Civ 3 on the forums. 
|
|
|  |
 |
|
Palleon
|
 |
Bourbonnais, IL
Jun 2002 time: 23:20
|
|
Edit : Nevermind
Last edited by Palleon on 15-07-2002 at 08:34
|
|
|  |
 |
|
Palleon
|
 |
Bourbonnais, IL
Jun 2002 time: 23:20
|
|
quote: Originally posted by Bambul
(Hell, how many Final Fantasy games have there been??!!) |
10 or 11 I think.
But getting to what you said about overproducing food, I think you have a point. Generally, as a civilization gets more and more advanced, they have less children. Most families in America will have 2-3 children, where in Africa, they'll have 5-6, mainly because life expectancy is so low that they need to have 6 children because only 2 will survive to become adults. But I don't know if that would be fair to make in a game, the stronger you get, the less population grows? No one would be able to establish a lead for very long. Of course, the countries still grow quickly due to immigration and the fact that people do live 72-75 years opposed to 30.
|
|
|  |
 |
|  |
 |
|  |
All times are GMT. The time now is 05:20. Apolyton Time is 00:20. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|