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Gen.Dragolen
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TG,
Now how do we bent Firaxis' ear to impliment your excellent ideas, without having to mod a Civ4 ?
D.
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Tiberius

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Europe
Jan 2000 time: 06:24
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I like the CF the way it is, but if I should change it, I'd do it this way:
Each city that is under the influence of a culturally stronger civ, will have its citizens slowly and automatically convert to the other civ's nationality.
The factors in such a change would be the same as now for the flipping itself, except for the foreign nationalities, of course. Overlapping tiles wouldn't be a factor in the flipping itself, but in the citizen "defection". The CF formula would ensure that only cities that have foreign nationalities could flip.
Having more and more foreign citizens would be a warning that a culture flip may occur, and you could do something about it (right now no warning). You could bring in more troops, build some culture buildings, raise the luxury slider and so on.
I think this would be a good model for the "population migration" type of CF (for revolt-like CF there is of course the sudden flipping, which is an armed rebellion of the rezistors, after all)
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Pyrodrew
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As we can see here, what ever CF idea they used people would have complained about it. Just like we see with the Resources idea.
That aside, I like the simple added warning idea best.
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georges bonbon
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quote: Originally posted by Gen.Dragolen
Now how do we bent Firaxis' ear to impliment your excellent ideas, without having to mod a Civ4 ?
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Do you really think Firaxis is going to change the basics of the game?
If there is ever a Civ4, all major contributions of this and other boards will be realised in Civ4.
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:24
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First, a note on warning: It is, IMO, a very bad idea. First off, you could just activate WLTKD and heavily garrison the city after the age of railroads... no flips. Second, you could just move or remove a single garrison unit and reset the random seed, making a flip unlikely. Third, it is my personal opinion that the flip sould be unexpected, a sudden rebellion.
quote: Originally posted by TacticalGrace
If you capture a large city you will see that the production of the city is often quite large. Problem is that all but one of the shields/gold is wasted/corrupted. I'm suggesting that the cause of the waste/corruption is culture and instead of vanishing they go across the border. |
That effect would be too small to register past the ancient age. Besides, CF usually happens on borders, where corruption and waste is rampant on both sides, so the enemy wouldn't even get anything out of it.
quote: how would you do that if:
(a) the settler could appear 2 squares away from you r city AND
(b) it didn't appear on your go? |
Well, the settler would be appearing inside my city radius... easy pickings with any mobile units. It seems pretty easy to just pick the sucker off. Besides, my main argument that the effect is too insiginificant still stands. What are they going to do with a settler, anyway, especially after the middle ages?
quote: which is quite realistic really.
It could be configured to be quite powerful. If every foreign pop point could do one damage point then that's 12 damage for a size 12 city. enough to knock out 4 or 5 war wearied veteran invaders. |
If this was the case, all it would do would immediately prompt me to starve the city to nothing. Instead of solving the "genocide problem" with CF, that would make it worse. There would be almost no reason to keep an enemy city if it damaged your units on a regular basis like that.
Would you care to comment on my system in my last post?
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cinattra
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Cultural flip is cool as it is. Culture is the overall best thing they've added to Civ and to change CF would in my opinion screw over the peace loving societies that get pounded on by the military muscle head societies!
Revolution is not pretty and that is what CF attempts to reproduce. Only if when you rebuffed the rebels they would start a Civ on their own could it be better.
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TacticalGrace
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Invisible, Silent, Deadly.
Jan 2001 time: 05:24
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quote: Originally posted by cyclotron7
That effect would be too small to register past the ancient age. Besides, CF usually happens on borders, where corruption and waste is rampant on both sides, so the enemy wouldn't even get anything out of it.
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what about when you invade enemy cities? this is one of the main CF problem areas for people. Under these conditions corruption and waste is NOT rampant on the side of the enemy and is is on the side of the invader.
quote:
Well, the settler would be appearing inside my city radius... easy pickings with any mobile units. It seems pretty easy to just pick the sucker off.
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It appears in your terratory and moves immediately across the border. Even the AI would figure out that it would need to move an infantry unit on top of it once that has happened. So your mobile unit would get to "pick off" an infantry. You might get your citizens back but then you've still got to do the reverse yourself...
quote:
Besides, my main argument that the effect is too insiginificant still stands. What are they going to do with a settler, anyway, especially after the middle ages?
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perhaps. before the middle ages it would be very useful. By industrial you'd want to use them to join a city.
quote:
If this was the case, all it would do would immediately prompt me to starve the city to nothing. Instead of solving the "genocide problem" with CF, that would make it worse. There would be almost no reason to keep an enemy city if it damaged your units on a regular basis like that.
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It would be pretty annoying but that's the idea. It is meant to tie up troops. It would give you better feedback as to how much national unrest there was. This is more realistic than the current system and allows you to send more troops to put down the unrest.
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:24
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quote: Originally posted by TacticalGrace
but since you insist, I think it is an improvement on the current system, and it is the kind of thing that Firaxis should release as a patch. |
That's ridiculous. Firaxis "should" release nothing as a patch except bug fixes. Why should Firaxis specifically change their game to implement your alteration that, to many people, is not even needed? Why Firaxis obligated to change the game to match your opinion on an issue?
quote: It would solve the biggest gripe that people have which is that they lose all their units in a flip, which
(a) doesn't make sense and
(b) makes the game less fun
your suggestion solves (b) but still suffers a little from (a). |
Most people who gripe about CF say they like it except for the dissapearing units. If we solve that, it seems like it makes perfect sense. I see no reason to change it further. As for fun, I don't pretend to know what other people find fun.
quote: what about when you invade enemy cities? this is one of the main CF problem areas for people. Under these conditions corruption and waste is NOT rampant on the side of the enemy and is is on the side of the invader. |
But CF does not just occur in wartime. Your corruption idea, while interesting in wartime, is toothless in peacetime for the reasons I stated. Besdies, production in captured cities is already removed by resistors and high unhappiness. The conquerer really wouldn't be losing anything.
quote: It appears in your terratory and moves immediately across the border. Even the AI would figure out that it would need to move an infantry unit on top of it once that has happened. So your mobile unit would get to "pick off" an infantry. You might get your citizens back but then you've still got to do the reverse yourself... |
Well, I would have to kill the infantry anyway if it was that close to my cities... only this time, I would get free workers. I don't see the point. Besides, getting the workers back would not be hard as I would have the advantage of controlling the roads/rails around my new city... or, like the AI does, I could just disband the workers.
quote: perhaps. before the middle ages it would be very useful. By industrial you'd want to use them to join a city. |
True, but I almost never get CFs before the industrial age because borders have not grown a lot yet. As for joining a city, by the industrial age another 2 pop is a drop in the bucket.
quote: It would be pretty annoying but that's the idea. It is meant to tie up troops. It would give you better feedback as to how much national unrest there was. This is more realistic than the current system and allows you to send more troops to put down the unrest. |
In what way does a "pretty annoying" feature solve your own aforementioned goal of making the game more fun?
Anyway, my point still stands that I would simply raze the city if my units kept getting killed regularly.
Stuie:
quote: Tell that to the Russians in Chechnya. |
I don't care about real life examples of annoyance; I don't care for that in a game. Gameplay > realism.
Besides, the Russians have an interest in keeping it for other reasons, including oil. It's not just a dinky border city. I'm sure the Russians would raze Chechnya too and re-settle it with Russians if they could. 
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brianshapiro
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Berkeley
Nov 2001 time: 21:24
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a while back i suggested something similar to 4:
rebellions or massacres, where either your unit is damaged or civilians are lost . so it would be like a regular battle but btween your units and civilians
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