Still it might be too high. The amount of military police required to avoid flips does not depend on distance and while the probability of flips does depend on distance, this factor does not leave the interval [0.25;4].
How high is too high? If I can get the flip-risk for a captured down to <2% by simply pushing the front further forward and enSlaving AI-citizens, I'm happy to risk that the city will (not) flip over the next 20T before the next (last?) war is started. And the number of units required to bring flip-risk all the way to zero is frequently ludicrous: if I haven't got that many units to spare, I'm certainly not going to leave them in a captured town and risk losing them to a flip; and if I
have got that many spare units, then why on earth would I have ended the war already...?
Completely eliminating a civ has a high priority. It can be reasonable to make peace for few turns just to break the peace once your troops are in position to take out the remains of the enemy.
Are you advocating RoP-abuse, and/or PT-breakage here? Well that's fine if you no longer need any trade-partners, but what if you do...? Because breaking a 20T-PT will kill your trade-rep, so is really only an option if that Civ hasn't contacted anyone else yet (
and you can be sure of killing them before they do),
or if it's one of the last civs on the map (when you've got so big that you no longer care what anyone thinks of you), i.e. right at the begining,
or in the last stages of the game. For the
majority of the game-turns though, losing your trade-rep is about as sensible as shooting yourself in
both feet.
I doubt it depends on the later.
Conflated 2 things there, sorry. What I meant was, after the PT is signed, the garrison-units quell any remaining resistors in 1T (before moving on to the next resisting town),
then the Luxes+LUX% keep the AI-citizens happy while they're getting enSlaved.
It may depend on peace alone. Once a civ has been eliminated resistors are calmed down at 1 per turn per military police. During peace it may be the same
Pretty sure that this
is the case.
Please note that abandoning a city within 20 turns after taking counts as burning it down on capture in terms of AI attitude.
Already know this. AFAIK, even after 20T, the attitude-hit for abandonment also applies if the city is still >50% foreign citizens (more likely under Republic). Obviously that would apply to a captured-and-enSlaved Pop1 town, but there is then an argument for adding a native Worker just before completing/rushing a Settler. The town would then be 50% 'yours', but the resulting Settler would be foreign, thus requiring no further upkeep. But since I don't routinely use forest-chops or unit-disbands to build those Slaves, rather the more-expensive-but-simpler 'put some shields in the box, rush the balance' method, it quite frequently takes me >20T to shrink a Pop12 town down to Pop1 anyway. Post RepParts, cheating with CivEng specialists
is something I'm willing to do in corrupt towns, and damn my principles...
Burning a city down on capture is an efficient means to elimnate culture flips by eliminating the city. Half of the population is lost, the other half is rounded down and converted into slaves. The effect on AI-attitude will be severe if you continuously genocide your way through history.
Which is why I don't do it routinely -- you're the only person advocating
mass-razing here...
There is a strong counterargument: Instead of adding 1 worker you can add 2 slaves. While corruption is low that will be preferable unless discontent or culture flip risk outbalance it.
I get that it makes sense to get 2 citizens working 2 non-corrupted tiles and get double the CPT (and hence more easily support the native Worker in the field), but that does indeed only apply if unhappiness / flip-risk is no longer a concern. However, I would argue that, especially for an early Republic, those 2 concerns almost always
do apply.
Especially on Arch/Cont-maps, one may not yet have access to sufficient Luxes to make Markets a useful build, and extracting more raw CPT is only useful if it can then be slider-converted (and ideally building-multiplied) to gold or beakers; if the LUX% happyfaces have to be increased (or, heaven forfend, the new citizen converted to a Specialist) to prevent a riot, then doesn't that rather defeat the purpose of joining the Slave? And total-defeat of a neighbour is also not always on the cards during the early game, so those bloomin' foreigners are hanging around in your growing town, refusing to assimilate, muttering to themselves about how much better off they were under Xerxes (or whoever) -- and then starting to complain that much sooner when (not if) the next war starts.