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Saurus
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Finland
Oct 2001 time: 07:21
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I think the culture flips are part of fun and In most cases the flips functions well.
But there are problems!
The situations where several military units are lost in a flip are frustrating indeed but there are more severe situations the culture concept is malfunctioning.
I have experienced a situation where a city I had built early during the ancient era, with temple, library, coloseum, university and the GW great libary built, flipped over to the babylonias during the middle ages. Just two turns before this, I had proudly been watching the top5 city view, where my city, witch flipped, was number 2 on the list . (E.G the culturally second most influental city in the whole world!!).
Now I DO understand that a city that is compleatly supressed when it comes to culture, may flip, but that
the second most greatest city in the whole world flips in favor to the only city that has higher culture (by a few culture points at most) is EXTREAMLY annoying.
If a city has 2000 culture and another 100 - yes, a flip is validated but if the flipping city had 1990 culture - then ALSO flipping? ridiculous!
-S
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whosurdaddy
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New York
Jun 2001 time: 00:21
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I think the problem is that culture flipping is a way too common event. Culture flipping should be a once in a while unlucky thing that happens to a player, not an almost given thing guaranteed to happen to a player who has decided NOT to raze or ethnically clense
(through starvation) conquered cities.
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Saurus
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Finland
Oct 2001 time: 07:21
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quote: Originally posted by miccofl
Could you post that save? That's unreal! As a frequent user of the "Initiate Propaganda" spy mission, I find it astonishing that the AI pulled this one off. I have spent thousands of gold trying to flip far lesser cities than that with a culture ratio of over 10:1. There is a random factor involved but you got screwed! What were the opposing government types? (Although with your cultural levels so close it shouldn’t matter.) |
I don't have a save from that exact moment but I seemed to have a save from that same game during a later time (Industrial age).
The intresting city here is named "blurba" - It is found
on the main Island where both Me and the Babylonias reside.
Take into consideration the following:
1) The city that caused my city to flip (Ur or Uruk, can't remember) has been burned to ground long ago.
There is, however, a unused irrigated areas proving a city has existed relatively close to my city blurba.
2) My city witch flipped, but whitch I, of course, took back by military conquest, still has a very high culture level - despite the fact that all the culture improvements (most of witch were producing double culture at the time of flipping) had been destroyed during the flip.
(you can clearly see that all the culture buildings has been rebuilt becouse they culture output is low as the
buildings have barely been rebuilt)
You could for instance compare the current ammount of culture points in blurba to the neighbouring city named "lisk" witch was culturally weaker than "blurba" during the same time blurba flipped. Yet currently lisk is number 2 in top 5 cities. Blurba would have been extreamly strong, culturally, currently if the flip had not occured.
-S
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whosurdaddy
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New York
Jun 2001 time: 00:21
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quote: Originally posted by Saurus
ouch.. sorry, did not allow me to attach. The saved game is 1.71MB witch is too large for attachment appearantly. Any ideas?
-S |
zip it using winzip
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whosurdaddy
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New York
Jun 2001 time: 00:21
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quote: Originally posted by Rasputin
PS .. I have never lost a single city to Culture Flip, and have won 90% of my games with a cultural victory... |
Thats great for you ..... just cause you like it doesnt mean its a good idea .... hey, i know people who enjoy having hot wax dripped onto their nude bodies ....
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Saurus
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Finland
Oct 2001 time: 07:21
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quote: Originally posted by whosurdaddy
zip it using winzip |
Should work now
-S
Attachment: warawearw.zip
This has been downloaded 1 time(s).
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Kull

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El Paso, TX USA
Mar 1999 time: 22:21
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Like a few others here, I too find the culture flip to be a real pain - at least the way it's currently implemented. But since it's highly unlikely that Firaxis is going to change things, that leaves only two options for "Flip Haters":
A) Drop Civ3 and move on (probably the option my wife would prefer....) 
B) Deal with it.
OK, so culture flipping exists and you still wanna play Civ3 anyway - what are your options?
As others have pointed out, relative culture strength is THE critical factor. Thus Rule #1:
Build up your own culture so it's equal to or greater than those you oppose in war. (Also known as "pick on the weak sisters first")
A corrollary to this is Rule #2:
Don't randomly expand your civ - only wage wars of CULTURAL extermination!
That means once you start a war with the French, finish them off - take every city they own. Why? Because all those unhappy Frenchmen become compliant subjects as soon their home nation ceases to exist. This happiness provides many related benefits, not least of which is the need for smaller garrisons. 
If you must go to war with a culturally superior enemy (and this WILL happen), DO NOT conquer and keep any of his cities. His day will come, but for now your goal should be to simply fend him off, and possibly improve your borders via the conquer-raze-replace process.
But what about your real goal? Even wars of extermination can be dicey so there's a few things you can do to almost completely eliminate the chance of a flip:
1) No Resistance - Stamp it out on the first turn - especially early in the war or when battling a culturally equivalent enemy. If it slows down your offensive, so be it - but plug as many troops as necessary into the conquered city on that first turn. I'm not sure what the "No Resistance" rule is, but invariably a 2-1 ratio of troops to civilians will end resistance on the first turn.
2) WLTKD - Enemy cities can NOT be allowed to fall into disorder! Where possible (the Marketplace is your friend here), put them into WLTKD as soon as the resisters are subdued.
3) The Enemy Capital - Beware the enemy's cultural heartland! This is a very dangerous place, so it's critical that you take his capital as soon as possible. If you must raze a nearby city or two in order to capture it quickly, so be it.
4) The Flip - You do everything right and the enemy city STILL flips - what's a harried conqueror to do? Well, in this case (and this one ONLY), the otherwise cheating practice of "restarting" is acceptable. Make sure you have extra units available to increase the garrison and just move in as many as it takes to keep the darn thing from changing sides. To reduce excessive replay, it's important to save at the end of EVERY turn - autosave is useless since by then the flip has already occurred.
Follow these simple rules and you too will happily discover that "City Flipping" is no longer part of your Civ3 experience!
(For those who feel otherwise, please ignore this post)
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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As it has been a while that a link to this thread was posted: There is an exact, confirmed formula, which gives you all the reasons why a culture flip happens in any of your games. Furher, it gives a breakdown of what you can do to prevent flipping. It is a long read, but the info is very good (if I may say so myself, some of the posts are mine).
Direct cultural pressure is not a reason in the sense that if you have a culturally high city opposed to lesser cities, your city is safe from flipping. What can be a reason is that you lack some tiles in your city view (the 21 tile city radius) to the enemy, or some of your citizens are not of your nationality. Without any of these two, flipping will not happen. This is than adjusted to a number of factors, culturally, happiness, or military related.
Culture Flip Formula
DeepO
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FrantzX
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Question.
Why is it Soren's fault? All he does is AI, not game design.
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Kull

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El Paso, TX USA
Mar 1999 time: 22:21
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quote: Originally posted by Coracle
RE: Culture Flipping formula.
With all I have to do in the world I am now supposed to take a great deal of time plowing through an arcane, arbitrary, and almost byzantine "formula" devised by Soren regarding some entirely artificial and unrealistic concept. |
Actually no. A brief read reveals several factors that you can weave into a successful warfighting strategy. There's no need for a calculator - a rough understanding of the underlying mechanics will suffice (the need for cultural parity with the enemy, use of WLTKD, importance of luxuries, etc).
quote: I have a better solution - get rid of it, the formula and the CF. I don't have time for "scholarly research" on an artificial concept that makes no sense to begin with.
The entire idea of CF is thoroughly flawed and false. |
Again, not true. It's clear that you have a deep personal dislike of this concept, and that's fine. It does NOT however mean the concept is "flawed and false".
For example, let's consider the Mongols. A highly militaristic people with a culture level approximating zero successfully conquered the vast nation of China which was militarily weak yet culturally supreme. And what happened? Ultimately the whole country effectively "flipped" back to China - and the same thing happened to Mongol conquests in India and Persia. And what of Alexander? Greek/Macedonian armies conquered right up to the gates of India, and yet the whole thing collapsed quickly - FROM WITHIN. The history of the world is full of similar happenings, so let's not issue a blanket condemnation of the power of culture. It's a real force, and I'm happy to see it represented here.
Now could we quibble over the specifics of the implementation in Civ3? Absolutely! But personally I prefer to focus on dealing with the "as-is" rather than raging against it. Until Soren gives us the keys to the car (don't hold your breath!), the only REAL alternative is to operate within the constraints of the model (and search for ways to modify it).
quote: I also want to be able to totally turn CF off in "historical" scenarios. . . before in a WW II scenario half the American tank force disappears when just-conquered Dresden flips back to Germany. |
At last, my favorite subject! Believe me, there's LOTS to gripe about with Civ3 and it's Scenario-unfriendliness, but this specific example isn't one of them. There's probably many ways to prevent a "Dresden-flip":
- Set all Civs to the same ultra-low culture level.
- Remove "Culture-growth" from all but one city improvement (to keep culture from growing too rapidly)
- Change all the citizens of every city to a 3rd nationality (preferably from an extinct culture, or one with a zero culture level)
These are just three examples of ways to deal with Culture in a WW2 scenario, and that's certainly just scratching the surface. The point is, don't underestimate the ingenuity of serious Scenario Designers. Guys like Captain Nemo, Bebro, Jesus Balsinde, & Tecumseh (to name but a few of Civ2's finest) will find ways to eliminate the ahistorical effects of culture and can even be counted on to twist it into an as-yet-undreamed-of enhancement. Bet on it! 
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