anarres
anarchist revolutionary
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.
- In my Flip Calc thread someone has said they think the equation to calculate the minimum required garrison to suppress a flip is:
G = (F+T)*H*2
This is clearly different to the 'minimum garrison' in the Culture Flip formula:
G = (F+T)*Cc*H*(Cte/Cty)
Can anyone shed light on this? Has anyone else heard of this different way of working out the minimum required garrison to suppress flips?




). Such external program is currently the only way to calculate probability of flip and more importantly, it can tell you how many units throw into conquered city without risking their loss.


