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Wierd Stuff

Since Adventure 3 is finally closed, I can ask a question about something that happened.

As you can see from the pic, I have a city suffering from unhappiness as a result of "We Year to Return to Our motherland"

[Image: thegrimm_rbadv37barbsjustwannagohome.jpg]

However, the city was founded by me, and never had cultural border contact from any other civ. Is there some game mechanic that I am missing, here. Would the city ever have been danger of flipping? Has anyone ever had a city flip to barbs?
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Is it dominated by the other civs religion?

I'm not sure, but that may be it.
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It wasn't captured by the Barbarians at any point, or founded on a razed Barb city? I've only seen a Pop% Barb in cities which I've captured - either directly from Barbs, or from another Civ which I then wiped out.

It's a weird one alright! nod
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You said, in your report, that you founded this city on the ruins of a barb city. My guess is that the cultural memory of the tile (for Barbarian culture, natch) influenced the nationality of the city.

Probably a minor bug.
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Majromax Wrote:You said, in your report, that you founded this city on the ruins of a barb city. My guess is that the cultural memory of the tile (for Barbarian culture, natch) influenced the nationality of the city.

Probably a minor bug.

Design feature.
Fortune favors the bold.
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Sirian Wrote:Design feature.
Bug, at least in the case of the Barbarians. With other civs, you could (say) eliminate them from the game (I believe) to kill this happiness penalty; not so with the barbarians.

Also, I forget if this penalty is caused by/enhanced by being at war with the other civ. If so, (and I think it is), then the player can't "make peace" with the barbarians to end this penalty.

For any other non-barb civ, I agree that this is a design feature.
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It makes sense that the spirit of the barbarians should linger on into perpetuity. I mean, aren't the pasty teenagers who dress in black trenchcoats but yearning for their ancestral homeland of the Visigoths?

More seroiusly though, sure, you can never destroy the barbs...but think about it, the people that were originally living there are wild folks used to the anarchy of no civilization at all! It is a vastly different thing to accept a different ruler than to accept being ruled at all. Besides, you usually don't take over barb cities when they are *huge*, so it is at most one or two anger points...hardly imbalancing.
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You could also theoretically pillage the ruins prior to founding the city. This way your Camber of Commerce wouldn't have this constant reminder of their Barbarian ancestors and yearn to return to the glory years of cromagnun man killing the wooly mammoths.
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Hello all, new to your forums..

I have had a City that on Founded on Barb Ruins Flip on me. It was isolated and producing no culture, so I just let it be and many turns later it flipped...
[Image: satan1.gif][Image: dra8er.png]
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Well here's another wierd scene:
[Image: taziar_cornunderthesand.jpg]
The red arrows show the corn I just noticed hidden under the sand (I usually turn the resource showing tool off). The green arrow shows a corn that was visible without the tool. So I irrigate the hidden corn and:
[Image: taziar_cornfoundunderthesand.jpg]
Voila, there it is at the blue arrow now. Seems like this might need some attention rolleye

I found this because my worker wanted to go to an, in my view, useless desert tile which really puzzled me.

I was playing a small oasis map and this was in the east (not that it should matter but who knows).
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