﻿<?xml version='1.0' encoding='UTF-8'?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>1BC Civ Forums / Civilization III Discussion / CivIII Discussion / Cultural Chat </title><generator>InstantForum.NET v4.1.4</generator><description>1BC Civ Forums</description><link>http://1bcciv.com/</link><webMaster>forums@1bcciv.com</webMaster><lastBuildDate>Sat, 05 Jul 2008 20:08:01 GMT</lastBuildDate><ttl>20</ttl><item><title>Specialty citizens</title><link>http://1bcciv.com/Topic2216313-17-1.aspx</link><description>something I am still a little confused about is the specialty citizens; I seem to only be able to have scientists ( when science spending is high) Taxmen ( when commerce is high) and entertainers.&lt;/P&gt;&lt;P&gt;Now apparently there are policemen and other types of citizens which I have never had in a city, and as far as i can tell you cant directly choose what types you want ...... It seems a little random, or based on some sort of cumulative actions,or could it be to do with the tribe you choose? I'm just not sure, I know I could use an explanation that the civilipidia doesnt seem to have for me....</description><pubDate>Sat, 18 Mar 2006 08:25:54 GMT</pubDate><dc:creator>thegoldenboy</dc:creator></item><item><title>Citizen Issues</title><link>http://1bcciv.com/Topic2214920-17-1.aspx</link><description>So while all the rest of you are off playing CIV IV, some of us (at least me) are still trying to learn/conquer (long way from that yet) CIV III.  Playing vanilla latest version.  Have city manager button off but citizens from turn to turn seem to become scientists and tax collectors on their own at times when I don't want them to be.  Am I missing something?  I prefer to manage the mix myself most of the time and I am not sure why the keep changing.  Thanks.</description><pubDate>Thu, 02 Feb 2006 12:08:09 GMT</pubDate><dc:creator>worker</dc:creator></item><item><title>Keeping up culture up to AI levels</title><link>http://1bcciv.com/Topic1033716-17-1.aspx</link><description>I&amp;#39;ve made a few notes with a recent run with the Celtics and the resulting strategy from it works quite well for keeping up.  What you need to take into consideration:1.  Civ time flow alters throughout the game.  1 turn in BC times sees alot more years pass then 1 turn in AD times.   Although, everything is calculated by turns and not the passing of years.2. Culture is added per turn, but the rate a structure produces culture doubles if it has existed for 1000 years (regardless of the number of turns).  A temple built in 4000BC produces double culture by 3000bc (whats that, 20 turns?), while one build in 1050 AD will have double culture by 2050AD (more than half the game).What that means?  It&amp;#39;s very important to get all as many cultural structures before AD while time passes quickly if you wish to keep up with higher level AI&amp;#39;s.A temple is your base culture structure thats available really early...  So I&amp;#39;m focusing on that.  Numbers I&amp;#39;m working with :  60 shields is the base price for a temple.  20 shields = whipped citizen...  You may only whip half the population of a city at once (hehe, had to include that).  [B] I DON&amp;#39;T THINK PLAYERS WHIP ENOUGH IN DESPOTIC TIMES![/B]Any town with stagnant growth for whatever reason should be whipped back down.  20 shields per citizen towards an swordsmen now means alot more than 20 shields towards a tank later.  Give a try on being whip happy, the effectiveness of this surprised me.Lets go with a city that produces 1 shield per turn... Anything else is lost to corruption (y&amp;#39;know the towns I&amp;#39;m talking about ;) ) and we&amp;#39;ll assume you can get 2 extra food per turn (growth rate of 10 turns).after 10 turns - this city will have grown to size 2 and have produced 10 shields.  Lets say we&amp;#39;ll make a warrior here first for policing.  So you now have a size 2 city with a warrior just produced.20 turns and it will be size 3 with 10 shields towards the production30 turns and you&amp;#39;ll be size 4 with 20 shields towards the temple.This is the whip point.   You require 40 shields, which happens to be 2 whipped citizens.  Size 4 is the minimum size to whip 2.  No wasted shields and you have a fast temple in a mostly unproductive town.  This early temple (30 turns into a towns history to have a temple is very early) will help generate alot of culture.Second note for those religious fans...  Temples cost 30 for you.Found town10 turns pass you have 10 shields and are at size 2.   Whip one citizen and you&amp;#39;re back to a size 1 town with a temple.  20 turns into a towns history is quick... but 10 turns?  Any town that produces a temple before 1000bc is going to provide an incredible amount of culture for you over the game.  I&amp;#39;m not quite sure on this, but lets say 10ad happens around turn 150 (seems reasonable?)-550 turns, 400 of them after 10 ad.  Any city with a temple before 1000bc will be at double culture by then.400 turns * 4 culture = 1600 culture...  For a small cost of whipping in the BC era. Just a second note for conquest players... Agricultural adds an extra food in the center tile.  This reduces the rate of growth to 5 turns.  in 15 turns (assuming you can keep em produtive) you will hit a size 4 town with 15 production.  after another 5 turns you can whip that into a temple.  The celts (aggy/religious) can do an amazing job of whipping their abundant population into it&amp;#39;s cheaper temples.</description><pubDate>Mon, 11 Jul 2005 13:10:16 GMT</pubDate><dc:creator>Seared</dc:creator></item><item><title>Absurd culture flip</title><link>http://1bcciv.com/Topic1033451-17-1.aspx</link><description>OK, most of the time when one of my cities culture flips to another civ, it makes sense because the city is weak in culture and one or more other factors are at play (weak overall culture for my civ, city close to foreign capital, etc.). But recently I had a well built up coastal city (temple, cathedral, and library, in addition to several non-culture-generating improvements) flip to the Chinese. The overall cultural scores of our two civs were almost identical, and the city was on a large land mass separated by water from both of our homelands (and thus our capitals). What made the situation most absurd was that two of the three neighboring Chinese cities had a library as their only cultural improvement, and the third city had no improvements of any kind, cultural or otherwise. Granted, I was surrounded on three sides by the Chinese (and on the fourth by water), but it makes me question the benefit of building up a city&amp;#39;s culture to protect against culture flips if this is what I can expect from the AI.  (Needless to say, the city that flipped also had my only source of rubber, so I had to go to war with the Chinese to get it back.)</description><pubDate>Fri, 03 Jun 2005 18:55:50 GMT</pubDate><dc:creator>Droeshout</dc:creator></item><item><title>Culture</title><link>http://1bcciv.com/Topic1032938-17-1.aspx</link><description>I was wondering if there was a way to obtain culture in Warlord or even Deity levels without going bankrupt.</description><pubDate>Wed, 06 Apr 2005 08:30:26 GMT</pubDate><dc:creator>Daekin</dc:creator></item><item><title>How Long.....</title><link>http://1bcciv.com/Topic1032669-17-1.aspx</link><description>How long do each of the wonders last for??</description><pubDate>Wed, 02 Mar 2005 13:55:32 GMT</pubDate><dc:creator>Daekin</dc:creator></item><item><title>Protecting my Bomber fleet against culture flips</title><link>http://1bcciv.com/Topic1030356-17-1.aspx</link><description>I&amp;#39;m not sure if this is an Art of War question or a Culture Chat question, but here goes:Playing as the Persians in a Regent 1.29 vanilla game, and going for the conquest win (so long as I don&amp;#39;t hit the culture win first, a distinct possibility), I am systematically destroying my major remaining rival, Rome, which will leave me with puny China and an isolated Japan to finish the game.Rome&amp;#39;s entire empire is on a continent separate from my own home continent; my base there at the start of the war was former English holdings and a couple of American ones. Rome&amp;#39;s territory immediately adjacent to that were also former American cities. Rome proper is beyond that. Both England and America are long since gone. My attack strategy has been to pump tanks in via transports across the one turn sea dividing my nearest English city from the home Persian continent, and give them massive air support with a fleet of about twenty bombers. Basically, I&amp;#39;m bombing the defense to bits, and cleaning up with ground units. I&amp;#39;m also parking tanks along the entire border as it moves to prevent incursions into my new territory. Since Caesar doesn&amp;#39;t have tanks (his outrageous demand for Mass Production is what precipitated the war - who on Earth declares war against such a huge tech advantage? Idiot), this has been pretty easy. I&amp;#39;ve taken all of Rome&amp;#39;s American cities, and the nearest native ones too, and as I closed the game last night, Rome itself is under siege. So far, there has been only one flip back to Rome - Pompeii, which is the closest city to Rome I&amp;#39;ve taken.Here&amp;#39;s the problem - the continent is too wide for bombers to reach most of Rome&amp;#39;s cities from carriers, so I&amp;#39;ve been having to base them out of cities. For the first wave of assaults, I was able to base the bombers out of cities I already held before the war began. I now have them in newly taken cities that were formerly American before Rome took them. They still have substantial American populations, and seem less likely to flip back to Rome. However, the next wave of cities to be hit is out of range of the bombers unless I park them in an old native Roman city, one of which has already flipped once. Is it worth the risk of losing the bulk of my fleet to a flip?My options seem to be as follows:1. Take the risk.2. Settle new cities near the border to act as airbases.3. Wait the 12 or so turns it&amp;#39;s going to take me to get to Modern Armor and forget about the bombing.I only just thought or option #2 as I wrote this. Maybe I figured out the best option for myself, Comments?</description><pubDate>Mon, 09 Aug 2004 11:12:49 GMT</pubDate><dc:creator>President Ransom</dc:creator></item><item><title>Pure OCC Victory...</title><link>http://1bcciv.com/Topic1032357-17-1.aspx</link><description>[b]Thebes, 1938 AD, the turn before Cultural Dominance[/b]A pure OCC Victory, on Monarch Level...  Grand time of play: 2 and a half hours or so.  Only went to war once when I got Rocketry, and Greece had it as well, and they declared war.  I immediately asked for MPP&amp;#39;s with Sumeria and Babylon, and getting them. Naturally, this took the heat off me for the most part, and I was able to pump out Cruise Missles every turn, and every three or four turns when Greece would try to come in, I&amp;#39;d Cruise &amp;#39;em and the Modern Armor would take them out if the CM&amp;#39;s didn&amp;#39;t.I had to trade frequently for my resources, only having Iron and Aluminum in my city radius, and Gems as well.  As I wasn&amp;#39;t going on the offensive, I was not hesitant abuot trading my Iron to get either a Lux or two, a tech, or GPT to keep the Science maxed.  Knights Templar was quite useful in storing up the Crusaders and then disbanding them as needed to hurry improvements.  IT also allowed me to solely produce Improvements and not have to worry about putting out units once I got it.The ODD thing about the AI stupidity coming at me was their total lack of common sense.  They declared war, and sent in TWO TOW Infantry and a tank, against my Mech Inf, one Tank and a couple crusaders.  Being the biggest on the block, there&amp;#39;s no reason WHY they wouldn&amp;#39;t send in a dozen or two tanks which would have easily gotten through.  Not to mention that they attacked with the TOW&amp;#39;s [i]then[/i] sent in the bombers, instead of weakening my units with the bombers first.Overall, it was a quick game, only really pausing to time getting techs as old treaties ran out so I could trade the techs for more resources, gpt and the like.The following is the breakdown of the values of each of the various improvements and wonders built... (all 7 improvements, 1 small wonder and 14 great wonders).  Only one was built with a SGL, even though I was in and out of first in techs all game.  I built Manhattan&amp;#39;s, and when they all switched to build the UN, that&amp;#39;s when I pulled the SGL out of reserve.  ... I&amp;#39;d been holding on to him from Free Artistry.  And being only ONE city, that meant there were three of us, and the most I got was two votes, but thats the thing playing on a small world...Improvement   Year built  Total Cultural valuePalace: 	3950 BC (838)Temple: 	3150 BC (1606)Mausallos:	1475 BC (1390)Pyramids:	 350 BC (2296) # triggered golden age, was in MonarchyGr. Library:	  30 AD (3102)Library:	 130 AD (1506)Colosseum:	 250 AD (968)Cathedral:	 520 AD (1215)Kn. Templar:	 760 AD (660)University:	 840 AD (1128)Copernicus:	1030 AD (856)Newton&amp;#39;s:	1290 AD (1104)TOE:		1535 AD (411)Univ. Suff:	1595 AD (500)Hoover Dam:	1655 AD (226)Int. Agency:	1735 AD (97)Research Lab:	1802 AD (136)SETI:		1822 AD (174)Man. Project:	1840 AD (98)United Nations:	1842 AD (192) * Used SGLInternet:	1890 AD (96)C. for Cancer:	1940 AD (3) ** built the turn of cultural victory[IMG]http://www.geocities.com/atomicdivot/Thebesview.JPG[/IMG]</description><pubDate>Sun, 23 Jan 2005 23:35:33 GMT</pubDate><dc:creator>ShaddowKatMkII</dc:creator></item><item><title>What are the best Culture buildings?</title><link>http://1bcciv.com/Topic1032514-17-1.aspx</link><description>Hey, i have been playing civ3 for about a month.  What are the best Culture buildings?</description><pubDate>Thu, 10 Feb 2005 08:17:49 GMT</pubDate><dc:creator>General Georges</dc:creator></item><item><title>Culture Flip as a Expansion Stratege?!?!</title><link>http://1bcciv.com/Topic1030682-17-1.aspx</link><description>Are you guys serious?I VERY rarely get a city to flip.I build all the cultural stuff as soon as it is available, but I still seem to lag substatially behind my oponents in culture.Does the AI get signifigant cultural bonuses on the Diety setting? :(</description><pubDate>Thu, 02 Sep 2004 17:10:13 GMT</pubDate><dc:creator>MangledTimeframe</dc:creator></item><item><title>In response to borders</title><link>http://1bcciv.com/Topic1031337-17-1.aspx</link><description>[IMG]http://img83.exs.cx/img83/1198/CultureWar.jpg[/IMG]I&amp;#39;ve highlighted this a bit, so don&amp;#39;t think it&amp;#39;s something the game&amp;#39;s doing.As you can see, his borders are pressed up against his city.Taking bets on how long until flip :D</description><pubDate>Thu, 21 Oct 2004 12:56:00 GMT</pubDate><dc:creator>Grishnak01</dc:creator></item><item><title>The Culturemonger</title><link>http://1bcciv.com/Topic1028800-17-1.aspx</link><description>[B]Enlarge your land, make your neighbors flip[/B]I have developed a technique for expansion at the expense of my neighbors without going to war. The approach is very simple and not used by the AI and not even discerned by it, so you can go about your aggression without agravating them.I am sure that if I ever go about trying this strategy on a large scale, I might have cities flipping to me all the time, but that I haven&amp;#39;t done yet. I have used it on opportunity.I call this strategy &amp;#39;mitnachlim&amp;#39;, which is the hebrew word for settlers. With &amp;#39;mitnachlim&amp;#39; we also refer to those israeli&amp;#39;s who make their settlements in the occupied territories, right under the nose of the Palestinians and that is exactly the thing I do in Civ.Normally, nobody would plant a city one tile away from a foreign city. But this is what I do in order to obtain the land by settlement and not by war. It takes money (exactly as with the real life &amp;#39;mitnachlim&amp;#39;, who are financed from the outside and hardly sustain themselves) and I use the money to quickly build culture in the city. It is just a matter of time that the neighbor flips to me. Of course, as soon as he has flipped, I have two cities that are too close to each other to be viable. What I do is; I drain the foreign city with workers and settlers and eventually abandon it. On a large scale this strategy involves planting my cities on my border, as close to the neigbor as possible. And in open land, where everybody is rushing to the scene: I plant them at every open spot that is available. Then I invest in temples and libraries and I sit back to have the foreigners flip to me.On the borders of my core land, this strategy involves a higher investment of money (all cultural buildings must be built) and the harvest is not so big in the sense of number of cities that eventually flip. The cities that I neighbor are too close to their own core to easily flip. But if they do, they are a considerable blow to the strategical coherence of the neighbor. I have found myself closing in on my neighbor until his capital. The capital never swings naturally, but having a capital on the border is ineffective for him. Needless to say, I need maximum culture in the border cities, also to prevent them flipping to the competition. An additional point of interest in this core to core competition that I also appreciate is the amount of [I]tiles[/I] that flip to me. I have managed to obtain resources on the border and simply minimize the amount of land a foreign city can use. In the case where I closed in on the neighbor&amp;#39;s capital, I occupied three tiles of his sphere, thus lowring his productive capabilities. All of this is gain.In remote areas, I can have the foreign cities flip in a matter of turns. Therefore, an area that starts out as a patchwork of nationalities, can be turned into exclusively mine if I set my mind and my money to it.In these remote areas, I must understand that the cities I build are costing money and I must irrigate the land and have as many tax collectors in the city as possible, to minimize the upkeep.Still, the investment is worth it. My expansion is considerable and I get to control resources galore, This in turn generates money and allows me to continue grabbing land by simply settling it.I am sure you all thought of this, but I have not seen any post where this was layed down in a strategy.Currently I have no access to the screenshots I made. In consecutive posts I will throw in a few samples of my achievements with this approach.</description><pubDate>Sun, 28 Mar 2004 03:19:55 GMT</pubDate><dc:creator>RabiAkiva</dc:creator></item><item><title>Flip overtake?</title><link>http://1bcciv.com/Topic1030621-17-1.aspx</link><description>Is it wise to go for a cultural overtake of enemy cities or does it cost to much?Maybe its better to run on with my armed forces?</description><pubDate>Mon, 30 Aug 2004 03:38:27 GMT</pubDate><dc:creator>ignatiuz</dc:creator></item><item><title>Recurrent Shakespeare&amp;#39;s Theatre Denial Syndrome!!</title><link>http://1bcciv.com/Topic1030248-17-1.aspx</link><description>Is it just me, or is Shakespeare&amp;#39;s Theatre the singlemost difficult Wonder to successfully win the race in of them all!?I must have been beaten to it by one or two turns maybe 40 times now!!ARRHHHGGGHHHDDDHHGHHGHG!!!!How annoying. Especially for a thespianophile such as myself. :rolleyes:</description><pubDate>Thu, 29 Jul 2004 18:50:20 GMT</pubDate><dc:creator>Scipio Africanus</dc:creator></item><item><title>Another Culture Question</title><link>http://1bcciv.com/Topic1030083-17-1.aspx</link><description>For a 100K culture win, is it true that you have to have at least 100K [I]plus[/I] a certain amount over your nearest rival&amp;#39;s total?  If so, what is that value?</description><pubDate>Wed, 14 Jul 2004 14:11:20 GMT</pubDate><dc:creator>HistoryDude</dc:creator></item><item><title>Anarchy and culture flips</title><link>http://1bcciv.com/Topic1030330-17-1.aspx</link><description>Has anyone ever had a city in a foreign democracy flip to you while you were in Anarchy? This happened to me in my current game. Playing as the X-Man in a standard map 1.29 Regent game, I started with a continent to myself. That is a situation I usually give up on as soon as I figure it out, because you get a massive and almost unsurmountable tech hit. However, having gone for it once in a similar position and achieved a diplomatic win without engaging in a single war, I decided to go for a conquest win from an equivalent starting position. As it turned out, the nearest continent was close enough for a suicide galley to cross to, so I wasn&amp;#39;t alone long. Amazingly, I was on par with the neighbors in tech, and well ahead in population and land area. At this point I had about 75% of the continent under territorial control. The portion not yet settled was at the opposite end of my continent and seemingly safe from the neighbors until Navigation. Three leisurely produced settlers would get me the entire island all to myself. Or so I thought. The Chinese were able to sneak a galley in and dump Macao on a one-tile peninsula right at the edge of the continent. Bah. An annoyance, but I made sure the city couldn&amp;#39;t grow by strategically locating my final two cities close enough to snag all the available territory. Wait a while and get the Macaoans to flip. Well, they did, but it took forever - about 1500 years. But when it did, I was ahead of everybody in tech, culture, wealth and power, but preparing to go to war with the English by switching from Democracy to Monarchy and consequently in a state of Anarchy. The Chinese were number two in just about everything and in Democracy themselves, and I expected nothing for a while, but lo and behold, here comes Macao, begging for annexation. Too cool, and really rare, I would guess.As for progress on the conquest win - I&amp;#39;m well on the way, first by a mile to Tanks and merrily rampaging along.</description><pubDate>Fri, 06 Aug 2004 14:37:44 GMT</pubDate><dc:creator>President Ransom</dc:creator></item><item><title>To Relocate or Not to Relocate</title><link>http://1bcciv.com/Topic1028733-17-1.aspx</link><description>Just wondering who regularly relocates their palace to a more-centered city once the brunt of your expansion has taken place?  Often, I begin on an east or west coast and can only expand in the other direction so that the cities on the far side of the empire have corruption problems.  Is there a disadvantage to relocating the capitol?  Or do you just rely on the Forbidden Palace to compensate?</description><pubDate>Wed, 24 Mar 2004 11:14:18 GMT</pubDate><dc:creator>HistoryDude</dc:creator></item><item><title>Culture flipping</title><link>http://1bcciv.com/Topic1030116-17-1.aspx</link><description>How do you feel about it?  I have mixed feelings about it.  Reasons are I love it when an enemy civ has a city flip to myside.  However I hate it when I&amp;#34;m on the war path and I have my best 15 units in one city healing up and it decides to culture flip the turn after I end its resistance.  I get really pissed off because If I were a real general and I would expect my best units to slaughter every singel rebel that tried to defect to the enemy.  More frustrating about flips is all your precious units just disappear!  Poof no more armies!  I think culture flipping needs some tweaking.</description><pubDate>Mon, 19 Jul 2004 12:46:48 GMT</pubDate><dc:creator>Carrion</dc:creator></item><item><title>Culture Points per Turn?</title><link>http://1bcciv.com/Topic1030054-17-1.aspx</link><description>I thought I&amp;#39;ve looked all around in the different screens, but maybe I&amp;#39;m missing something.  Is there a way to see how many total cultural points you are gaining per turn, without having to add up all the values yourself in the list of your cities in the Culture Advisor screen?  TIA</description><pubDate>Mon, 12 Jul 2004 11:03:06 GMT</pubDate><dc:creator>HistoryDude</dc:creator></item><item><title>Culture-Producing Improvements</title><link>http://1bcciv.com/Topic1029144-17-1.aspx</link><description>Just to make sure I&amp;#39;m not missing anything and as a review:Besides your Palace, these also create culture, right?TempleLibraryCathedralUniversityWotWWhat am I missing?  And does [B]every[/B] WotW produce culture, regardless of its benefit and even after its obsolete?</description><pubDate>Fri, 16 Apr 2004 10:31:34 GMT</pubDate><dc:creator>HistoryDude</dc:creator></item><item><title>abandon city</title><link>http://1bcciv.com/Topic1026477-17-1.aspx</link><description>How does one abandon a city? I have looked for that option, but I only recall that in my newbie days I was presented with this option when I couldn&amp;#39;t sustain a city.Normally I wouldn&amp;#39;t dream of abandoning a city, but I have considered it with captured cities that turned out to be extremely badly located.Which leads to the next question: Why would one want to abandon a city?</description><pubDate>Wed, 17 Dec 2003 06:00:45 GMT</pubDate><dc:creator>RabiAkiva</dc:creator></item><item><title>Culture and revlots</title><link>http://1bcciv.com/Topic1028051-17-1.aspx</link><description>Okay, I&amp;#39;ve been noticing a few things switching between gov&amp;#39;s recently.  With the Romans in a Diety game, I did the revolt and was able to choose my government after 7 turns of anarchy.  My culture was very low, and I had a huge land mass/populationWith the English, I held a revolt at a very simular time as with the romans.  This was a monarch game.. as such I had snagged a few wonders and had a much higher overall culture.  this was with about the same population/landmass.  It took 4 turns to switch over to a new governement.Question posed : Does the amount of culture factor into the length of anarchy?  I know the size of your empire does...  but I&amp;#39;m unsure as to the exact reason why the english finished a revolt in 4 turns as opposed to Romes 7.  Is it because of culture?  or is it because of the skill levels here?</description><pubDate>Thu, 26 Feb 2004 16:26:53 GMT</pubDate><dc:creator>Seared</dc:creator></item><item><title>A quick question of palaces...</title><link>http://1bcciv.com/Topic1027637-17-1.aspx</link><description>I have been playing civ 3 (conquest) for about a month straight now, and it seems to me that the forbidden palace, though it SAYS its exact to palace as far as corruption, doesn&amp;#39;t seem to actually live up to that term... the cities around my actual capital always have far less corruption than those around my FP.  ANyone else notice this?  i think the reason may be that it does invoke &amp;#34;order it was built&amp;#34; in the corruption formula, but i was wonderin if anyone knew for certain...</description><pubDate>Wed, 11 Feb 2004 00:09:56 GMT</pubDate><dc:creator>An_Amazing_Taco</dc:creator></item><item><title>Suppressing culture flips</title><link>http://1bcciv.com/Topic1024027-17-1.aspx</link><description>From [URL=http://www.civfanatics.com/civ3faq.shtml]Civ Fanatics Faq[/URL]How many units do I need to suppress a culture flip?The full formula (this is from Sorenson, who is responsible for this programming):P=[(F+T)*Cc*H*(Cte/Cty) - G]/Dwhere:P = probability that it will flip this turnF = # foreigners, with resistors counting doubleT = # working tiles under foreign control (out of the max of 21, no matter what the cultural boundaries are atm)Cc = 2 if foreign civ has more local culture than you, 1 otherwiseH = .5 for WLTKD, 2 for disorder, 1 otherwiseCte = Total culture of the foreign civCty = Total culture of your civG = # garrison unitsD = factor based on relative distance to capitalsNow reorganizing this gives the required garrison as:G = (F+T)*Cc*H*(Cte/Cty)As you can see there is a nice set of extra factors there. Now when you take a city Cc is likely to be 2 for a long while. And then there is the culture ratio. And this is a true ratio so it could be 1.1:1, 2:1, 5:1 depending on how much culture each of you hasThe national culture factor is probably the reason why some seem to have no problem with culture flips and others do. Since if you have strong national culture, this value might be approaching 1/2, which can keep the garrison down at a 1:1 ratio. However, if conversely the AI civ in question has double your culture, you are going to need 4 units for every foreigner and tile to prevent a flip.</description><pubDate>Tue, 19 Aug 2003 12:52:15 GMT</pubDate><dc:creator>Leo</dc:creator></item><item><title>Temple of Arhtesis not generateing culture?</title><link>http://1bcciv.com/Topic1025979-17-1.aspx</link><description>I have just took most of Spains cities and captured the temple of Arhtesis (however its spelled). Education has already been discovered so I dont get the benefit. Now its peace time and the wonder still isnt generateing culture. Does education also stop it from generateing culture?PS: I destroyed the Great Lighthouse with a catapult. Oops :D</description><pubDate>Tue, 25 Nov 2003 12:52:47 GMT</pubDate><dc:creator>Flytarget</dc:creator></item><item><title>Money Money</title><link>http://1bcciv.com/Topic1026377-17-1.aspx</link><description>In recent games I have had to act as a middleman--buying techs for insane amounts of money and then selling it to other civs to lessen the loss. It&amp;#39;s my only option in high difficulty levels.    Usually I sell techs to backward civs for a few gold coins. It makes them more polite towards me but would they ever do the same for me? Will they charge me less for techs if I had practically given techs away to them in the past?    If I am continually buying techs from one civ, will they charge me less over time?</description><pubDate>Fri, 12 Dec 2003 22:25:03 GMT</pubDate><dc:creator>Meko</dc:creator></item><item><title>favorate wander, ancient times</title><link>http://1bcciv.com/Topic1020927-17-1.aspx</link><description>if you had to choose one wander you would like to have in the ancient times&amp;#39; knowing that you won&amp;#39;t get any others, which will it be?  :cool:  (i hope i didn&amp;#39;t miss any wanders. i&amp;#39;m also sorry for ant bad spelling. :rolleyes:</description><pubDate>Fri, 09 May 2003 16:42:34 GMT</pubDate><dc:creator>USA F-15</dc:creator></item><item><title>favorite wonder-industrial times</title><link>http://1bcciv.com/Topic1021361-17-1.aspx</link><description>once again you face the qustion: which wonder will take it this time after the Smith&amp;#39;s taking the crown in the medival times and the wonderful competition of the peremyds and and Great Liberary in the ancient times. how will take the thrown for the industrial revolotion???(again i&amp;#39;m sorry for any missing wonders and spelling)</description><pubDate>Thu, 29 May 2003 13:00:44 GMT</pubDate><dc:creator>USA F-15</dc:creator></item><item><title>Culture rating mysteriously halves</title><link>http://1bcciv.com/Topic1021287-17-1.aspx</link><description>I&amp;#39;m cruising for a cultural victory when Egypt attacks me. I switch from Democracy to Communism and Mobilize to repell the invaders.A couple of turns into the war and I notice my improvements that used to give double culture (due to age) now only give single.Anyone know why?</description><pubDate>Sat, 24 May 2003 13:47:01 GMT</pubDate><dc:creator>Bastable</dc:creator></item><item><title>Greeks = wonder making machine</title><link>http://1bcciv.com/Topic1025229-17-1.aspx</link><description>For the last week, I&amp;#39;ve been playing a lot using the Greeks and I must say they are becoming one of my favorite civilizations.  I thought that the Greeks were a weak civ before but it looks more like I was playing them the wrong way.  My usual  strategy was to grab as much land as possible early on and then catch up on tech later in the game.  This works quite well for industrious and militaristic civs but is not as effective with the greeks who are commercial and scientific.With the greeks, you can go for wonders and tech quite early in the game.  You only need to settle enough land to keep you competitive with the other civs.  Before I go on, I&amp;#39;m going to say first that I always restart games till I get a good starting spot.  I play on Emperor with 16 civs and 20% pangaea.With the Greeks, my ideal location is one with coast, rivers, some bonus grassland, cattle and hills.  I start with 3 warriors, first warrior I send scouting immediately to look for other civs.  I want to trade for pottery and ceremonial burial asap.  Then I build settler, granary, temple and then start on Colossus.  All the time I&amp;#39;m going min. science on writing then literature.  The idea is to start GL once I finish with Colossus.  My second city is my settler factory.The beauty of this is that you get lots of money while still keeping apace with tech.  This allows you to plan ahead enough so that you can grab many of the middle age wonders.  You also generate tons of culture with this approach since you can get cheap libraries relatively early.  Go for republic as soon as you can.  Also have some inner cities making lots of hoplites.  Its good to have at least 2 hoplites and 1 swordsman/horseman at every city.  In my initial games, I tried to go all out culture and it was a disaster.  My civ was one of the smaller ones and became a tempting target for the AIs.  It&amp;#39;s important to be strong culturally and be strong enough at the same time to defend yourself.In my current game, I&amp;#39;m trying for a one city cultural victory.  I was able to get colossus, great library, michaelangelo&amp;#39;s, bach&amp;#39;s, leonardo&amp;#39;s, shakespeare&amp;#39;s and smith&amp;#39;s.  All but leo&amp;#39;s and smith&amp;#39;s are in my capital.  Its 1250 AD and I have my capital at 64 culture.  I&amp;#39;m sure I can take all 3 industrial age wonders.  The only question is whether I build all 3 in my capital.</description><pubDate>Thu, 23 Oct 2003 14:56:24 GMT</pubDate><dc:creator>sesh</dc:creator></item><item><title>Forbiden Palace</title><link>http://1bcciv.com/Topic1023797-17-1.aspx</link><description>This is just a theory:The Forbiden Palace is used to eliminate corruption and waste in the city it is built in and reduce corruption and waste in nearby cities as if it was a second Palace. What it does not do is become a second &amp;#34;cultural center&amp;#34; as if it were a second Palace. Its presence, beyond the per turn culture it provides, does not influence the flipping of cities, either for or against you. While the relative distance between one&amp;#39;s capitol and one&amp;#39;s rival&amp;#39;s capitol has a influence on the flipping of a city (to the closer capitol), the Forbiden Palace has no effect in this manner.Here is an example: I was playing a game as the Romans. I found myself on a small continent with the Egyptians as my only neighbors. I conquered Egypt with the exception of some settlements on another continent fairly early. I built the forbiden palace in a Egypian city that was in the middle of the north half of the small continent, not on the coast. The Egypians didnt have many cities left, and they were all small and spread out. Many centuries later one of the former Egyptian cities on my continent flipped back to Egypt. OK big deal, right? It happened to be the city that had built the Forbiden Palace. It was well before the age of espionage so it wasn&amp;#39;t propaganga. If the Forbiden Palace truely is a &amp;#34;cultural center&amp;#34; wouldn&amp;#39;t it be immune to flip like the city that has the Palace? In fact wouldn&amp;#39;t the city with a FP be immune from propaganda? Has anyone else had thier Forbiden Palace city flip?</description><pubDate>Sun, 10 Aug 2003 10:59:35 GMT</pubDate><dc:creator>von Clausewitz</dc:creator></item><item><title>best culture, whate is needed</title><link>http://1bcciv.com/Topic1020169-17-1.aspx</link><description>inever get to 20,000 culture whate are some wanders or building that i have to have, should i add some? can any one give me seggetshents? :confused:</description><pubDate>Thu, 03 Apr 2003 05:45:49 GMT</pubDate><dc:creator>USA F-15</dc:creator></item><item><title>Grass isn&amp;#39;t always Greener?</title><link>http://1bcciv.com/Topic1021582-17-1.aspx</link><description>In a recent game, as the French, Besancon flipped to the Americans, probably about 800 AD or so, and it was my only city on that contient.  About 1000 years later, it flipped BACK to me.  I still hadn&amp;#39;t build any cities remotely near it, only a couple at the opposite end of the continent.  I did get a screenshot of it, but it wouldn&amp;#39;t upload there for some reason.  The flipping of [URL=http://www.geocities.com/atomicdivot/besancon]Besancon[/URL] is here.</description><pubDate>Sun, 08 Jun 2003 23:28:29 GMT</pubDate><dc:creator>ShaddowKatMkII</dc:creator></item></channel></rss>