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ProPain
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the Netherlands
Mar 2002 time: 08:23
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quote: Originally posted by fittstim
Actually, having a lot of troops in the city will make it MORE LIKELY to flip. I don't know if this is a bug, a built-in cheat or what but it has been proven over and over by various people on this forum (including myself).
If you stick a lot of nice, valuable troops in a freshly captured city and it flips, reload the game, capture the city but leave the troops outside. Violá! No flip. Weird but true.
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quote: Originally posted by TacticalGrace
NOT TRUE! NOT TRUE!
This has been brought up on the boards before and you've miss understood something fundamental.
Even under the worst circumstances, the odds of a flip are still low (though it doesn't seem that way when it happens to you), say 1 in 10 or 1 in 20. So it you reload and do ANYTHING you are more likely NOT to have a flip.
Moving troops into a city does decrease the chance of a flip.
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I think you both are partly right.
Putting more troops in a city decreases the chance of a flip but somehow having no troops at all seems to make the chance to flip the smallest. This has nothing to do with the random seed as some say, since I always play with preserved seed and have experienced flipping, reloaded and removed troops and... no flip. When I reload and fiddle around with the amount of troops (a little more, a little less) I still get a flip. I do think this is some no-troops bug and have seen more people report it. So if I want to capture instead of raze, I capture, move in lots of troops (1st turn you never get a flip) to end the revolt and move everybody out the next turn. Just station an offensive unit next to the city in case it flips anyway so you can recapture it.
The tactic where you try to move your opponents capital far away from his homeland works pretty ok also. I have seen people giving away one of their core cities next to their own capital to a powerfull island civ. Capture the other civs capital , other civs capital moves to the donated city. Once powerfull civ ends up totally corrupted and captured cities are less likely to flip because the capital is sooo far away. Take care though, you must be pretty sure the capital will move to the city you gave away otherwise you'll end up a production powerhouse less.
ProPain
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Coracle
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quote: Originally posted by Theseus
Coracle, you crack me up.
Are you still playing (with CF turned off, obviously)?
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Not playing unless CF can be turned off. Didn't buy PTW as I figured it would be a buggy beta hunk of junk - and I was right. I believe you can only turrn off CF with PTW.
So the answer is 'no'.
BTW, I never demanded a simple on/off toggle for CF. I wanted it FIXED and improved, and to MAKE SENSE. But that would be too much for Firaxis.
You think this garbage flip Alexman posted made sense? His strategy was destroyed owing to a ridiculous flip to a defeated tiny civ across the sea. I don't have hours of time to waste on nonsense like this, which makes no sense in game terms, historically as a simulation, and PROLONGS TEDIOUS WARS as we have to exterminate entire civs to prevent stupid flips.
http://apolyton.net/forums/showthre...inally+Happened
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theNiceOne
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quote: Originally posted by bongo
A think CF is a nice touch, apart from one thing. Why do my troops disappear?? Lose some of them yes, have them relocated fine, beaten up ok, but dissappear?? All of them??? |
I don't even have a problem with the units disappearing. When the eastern Europe countries culture flipped from Soviet to Western Europe, their military units flipped with them.
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ArmaGeddin
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My culture is almost always better than other civs also. I always build Temples and Libraries in all my cities first thing along with a Courthouse if needed. My build queue for starting cities is almost always:
Temple
Library
Courthouse
Marketplace
This keeps my culture high and and most Monarch games I have to be quick getting to the space ship or killing the other civs to keep from getting a cultural victory.
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theNiceOne
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quote: Originally posted by cyclotron7 This is false. You are probably seeing only the amount of AI cities that flip to you... which ignores all the flips that take place between the AI players. It is not harder to get an AI flip than your cities to flip. |
Cyclotron/ is correct. CF works identically for human and AI players. Something which I actually has tested on a map consisting of two islands, each with one big, culture rich capital, and a small no-culture city belonging to the opponent. I did many tests with this map, and the small AI and human cities was the one to flip first abut half the time each.
One reason though, that many players lose more cities from CF than they gain, is that the human player normally is the one who steadily captures enemy cities. By doing this, the human player will get a lot of cities with foreign citizens, with a restricted number of squares inside your cultural borders, with less culture in that city than the former owner, and closer to the enemy capital.
All those factors greatly increase the chance of a CF, thus you will generally see more cities flipping away than to you, even with a superior culture.
Now, if you really want to be on the receiving end of CF, try expanding your empire as much as you can, build up as much culture as you can, and then let the enemy slowly take your cities during war. Now you will soon see several of your cities flipping back. You will still loose though 
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Lord Merciless
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CF never happens during the turn the city was captured, so you can safely dump in as many troops as you want. Once the resistance is over, pop-rush buildings. A temple can eat up 4 population points, a Cathedral more than 10.
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