Culture flips

Knickers

Warlord
Joined
Jan 30, 2006
Messages
243
Location
Bristol, UK
Is there a logic behind the culture flip of a city? I.E. If your city has say 1000 culture, then the city next to it has to have 100 or less to flip?
 
there *is* logic, and it is much more complicated than that.

The chance of a city flip has to do with:

1) Number of tiles in the city radius (the fat X) that are in another civ's cultural boundary
2) Number of foreign citizens in the city
3) Number of resisting foreign citizens
4) Comparative culture of the two civilizations
5) Size of the garrison
6) Whether the city is in disorder (I think)
7) Distance to the city from each civ's capitol
8) Amount of culture of each civ in the city.

Points 2, 3, and 8 are generally only applicable to a city you have captured from your enemy.
 
Here's a bit from the FAQ:
How many units do i need to suprpess a culture flip?
  • the full formula (this is from Sorenson, who is responsible for this programming):

    P=[(F+T)*Cc*H*(Cte/Cty) - G]/D

    where:
    P = probability that it will flip this turn
    F = # foreignors, with resistors counting double
    T = # 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 otherwise
    H = .5 for WLTKD, 2 for disorder, 1 otherwise
    Cte = Total culture of the foreign civ
    Cty = Total culture of your civ
    G = # garrison units
    D = factor based on relative distance to capitals

    Now 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 has

    The 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 conversley the AI civ in question has double your culture, you are going to need 4 units for every foreignor and tile to prevent a flip.
    Thank you, etj4Eagle !!!
 
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