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Old October 10, 2002, 05:34   #31
moomin
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While culture flippin' was and is broken. You won't sell that as a feature no matter what, gentlemen.
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Old October 10, 2002, 05:55   #32
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Never had problem with culture flipping.

Conquer, starve (foreign pop), build temple (to expand radius), and keep 3-4 units (more if it's on border line).

Never flipped in these cases.
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Old October 10, 2002, 06:23   #33
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The question isn't if it's cirmventable - the proposition is that losing a main army because a bunch of effete civilian smucks decided they wanted french cheese more was, and is, terrible, horrifyingly broken game design.

They might as well randomly have put of pictures of gay sex on the map each time you built a granary. Would have made about as much sense. Not that certain people wouldn't rush out to tell us how they can actually deal with that feature...
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Old October 10, 2002, 09:59   #34
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I agree. I would have prefered for the population to stay pissed off longer, and not to be able to build anything there for a few turns longer.

The first time that this happened to me, it freaked me out. And it has every time since. It is stupid to not have your army resting in a newly captured city because of a flip. More realistic would be to have some sort of revolt, where your army fights some of the pop created units, with of course a flip if you lose.

What this has to do with the 25 beta testers is beyond me!
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Old October 10, 2002, 11:39   #35
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Quote:
Originally posted by moomin
The question isn't if it's cirmventable - the proposition is that losing a main army because a bunch of effete civilian smucks decided they wanted french cheese more was, and is, terrible, horrifyingly broken game design.
Ah, wrong... Ever heard of the French Resistance during WW2? How many soldiers did Germany have to leave in conquerored areas to prevent people from rising up and throwing the invading/occupying forces out? Millions if I remember correctly.

Quote:
They might as well randomly have put of pictures of gay sex on the map each time you built a granary. Would have made about as much sense. Not that certain people wouldn't rush out to tell us how they can actually deal with that feature...
This quote is off topic and irrelevant to the discussion.

Again, just because you don't like it doesn't mean it's irrelevant. There are examples through-out history of one civilization being conquered and then absorbing the invaders, the mongols invading China and taking on some Chinese cultural ways is such an example. Also, cities that felt other cultures were more dominant than their own did start trying to associate themselves with the stronger power.

If your Civ is one dimensional, all military, and a city flips to join a percieved stronger civ based on that Civ being more "cultured" and advanced then you have no one to blame but yourself.
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Old October 10, 2002, 13:12   #36
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Culture flippin is not broken. I rarely ever have flips against me and only a few for me. That means it is not really important. If you have more, you are doing something wrong. All through out history cities have capture their conquering armies and turned them over to the government or even killed them. The conquering army leaves too few troops to do the job. So I do not see any problem with flips. Small cities take less time to become production than large cities, seem reasonable. I have had metros take many turns to become pacified. Again this is not a huge issue.
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Old October 11, 2002, 05:30   #37
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Lets leave culture flipping on the Civ forum please. I can argue all day about how stupid it is for an army to vanish instantaneously with no warning but this isn't the place for it, unless MOO3 invent invisible death beams
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