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Dr. A. Cula
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Ok, maybe this has been discussed before, but I don't have the time to look.
First, in my last game (playing as the Germans), I decided to change some of my game-playing habits and keep playing even if I lose the race to build a wonder (as usually quit when it happens). So I went to war with my neighbours and captured 7 (seven) wonders. They have the regular benefits, but they don't generate culture. One of them even flipped back the turn I managed to rush build a temple to have some of my own culture in there. Fortunately, I was still at war, so I took it back.
The second question is also culture related. I started on the same continent as the French, Russians and English, between the French and Russians. I had been at peace with the Russians for about 200 years when I decided the French had too many wonders and I needed them. The war lasted long enoug for the Egyptians (on a neighbouring continent) to declare war on their own (they even broke a trade deal where they were getting 2 of my luxuries for 2 of their own, plus some techs on both sides). During this war, I also switched to Republic. As soon as the anarchy was over, war weariness appeared. One of the newly conquered French cities flipped back and I had to take again (2 wonders), and (this is the surprise) one of the formerly Russian cities also flipped. I had been at peace with the Russians for centuries and I had a temple and a colosseum in there, plus some German citizens. What happened?
My third questions concerns revolutions. I know that Civ2 had a system where anarchy would and only at predetermined times, regardless of when you started your revolution. Does Civ3 have the same system or is something else in place? This happened to me twice: first, when I switched to Republic, anarchy only lasted about 2 or 3 turns, ending when I managed to bring a Great Leader from the front line to Berlin, where I was building Sun Tzu's Academy. I rush built it and anarchy ended the same turn. I would have thought this was a coincidence, but it happened again when I switched to Democracy, in the same way: I rush built a wonder and anarchy ended.
Unfortunately, I didn't think to keep save games from when these things happened. I was too busy achieving the goals I had set for the wars I had started and couldn't get silly little things like war weariness get in the way of my conquests.
So, any help would be appreciated.
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aaglo
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the contradiction is filled with holes...
Aug 2001 time: 07:24
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#1: Yep, captured (via battle or culture flip) wonders don't generate culture for your cause, you only get the bonus effects from wonders.
#2: I believe your war wearines and your overall culture compared to the french and the russians affects this. Check your foreign advisor to see how do other civs see your cultural strength. If they are disdainful of your culture (or your civ is in awe of their cultures), you're in trouble... You just have to build lots of temples, cathedrals, libraries, universities and - naturally - wonders.
#3 The length of anarchy depends on few factors.
- the civ specific abilities: If your're religious, the anarchy lasts only 1 turn, no matter what
- the number of your cities/population. The more population, the longer anarchy
- the length of your previous government type: the longer former gov, the longer anarchy (I'm not sure about this though)
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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There are many factors involved in the culture flip.
One of the most important is the presence of foreign citizens in your city. In this case, Russian citizens. Each one of them represents a small chance of a flip, which is modified by other factors such as the overall ratio of your culture to Russia's, which civ had the most culture in the city in question, if any of the squares within the city's 21-square radius fell within Russian territory, and relative distance to Russia's capitol vs. yours. Troops you have in the city will help prevent the flip.
It's a pretty complex formula. The easiest part to deal with, in my opinion, is the foreign citizens. I know it's not a nice thing to do, but whenever I capture a city (by conquest or flip) that I think has even a remote chance of flipping, I will starve it down to 1 population or poprush stuff (or buy workers each turn until it drops to size 1, if you are in a gov't that allows rushbuying instead of poprushing). Then all new citizens will be of your nationality, and you only need to assimilate 1 foreign citizen.
-Arrian
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