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?