Semi-spawned from this thread.
This is what happens when two great minds think alike.
Latest Version:
Civ3 Culture Flip Calc v1.03
Older Versions
Civ3 Culture Flip Calc v1.02
Civ3 Culture Flip Calc v1.01
Civ3 Culture Flip Calc v1.00b
Civ3 Culture Flip Calc v0.95b
Civ3 Culture Flip Calc v0.94b
Civ3 Culture Flip Calc v0.91b
Civ3 Culture Flip Calc v0.90b
Civ3 Culture Flip Calc v0.01b
v1.00 - This is the GUI version (Visual Basic) of the calculator.
Known problems/issues
- Cumulative value will occasionally jump around at a very low flip risk value, but corrects itself as the turns advance.

0.91b screenshot
(as you can see, something just doesn't look quite right).
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 ( n / d )
D = factor based on relative distance to capitals
Now reorganizing this gives the required garrison as:
G = (F+T)*Cc*H*(Cte/Cty)
I am calling for beta testers and for assistence on Visual C++ dialog programming, active memory access programming, and DirectX programming (like some of the utils that run with Civ3).
Right now, I want to see if the algorithm is 100% accurate.
This is what happens when two great minds think alike.

Latest Version:
Civ3 Culture Flip Calc v1.03
Older Versions
Civ3 Culture Flip Calc v1.02
Civ3 Culture Flip Calc v1.01
Civ3 Culture Flip Calc v1.00b
Civ3 Culture Flip Calc v0.95b
Civ3 Culture Flip Calc v0.94b
Civ3 Culture Flip Calc v0.91b
Civ3 Culture Flip Calc v0.90b
Civ3 Culture Flip Calc v0.01b
v1.00 - This is the GUI version (Visual Basic) of the calculator.
Known problems/issues
- Cumulative value will occasionally jump around at a very low flip risk value, but corrects itself as the turns advance.

0.91b screenshot
(as you can see, something just doesn't look quite right).
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 ( n / d )
D = factor based on relative distance to capitals
Now reorganizing this gives the required garrison as:
G = (F+T)*Cc*H*(Cte/Cty)
I am calling for beta testers and for assistence on Visual C++ dialog programming, active memory access programming, and DirectX programming (like some of the utils that run with Civ3).
Right now, I want to see if the algorithm is 100% accurate.