Ainwood, That's one gripe. Here's a summary of most of my gripes:
- The feature is very poorly documented. What factors influence culture flipping? If a large garrison makes a city
more likely to flip,
tell us! Then we would be able to do something about it. Don't give us a scattered list with parts missing and parts
wrong, and tell us to fill in the gaps ourselves!
- No warning when we are doing something dangerous. If the city was mad about the garrison, there would be pelting with fruit, etc.
And they wouldn't all be happy!
- Cities flip when they are far happier than they were with their old civ. How does that make any sense?!
- Cities flip when the civ they are flipping to has far less culture than the city they are flipping from. (I'm talking 2:1, not 4:1)
- Cities flip when you are in Democracy, so propaganda can't be a factor. Or is it broken for the human (the protection works for the AI) like Air Superiority was? That's a scary thought, and
very difficult to test.
- The effect of the palace and forbidden palace are documented poorly, and probably inaccurately.
- Garrison perishes, when it is
strong enough to raze the entire civ on its own!
- The knife doesn't cut both ways, because if the AI is capturing your core cities the game must be over anyway.
- Testing is almost fruitless, because of the complexity of the issue and the length of a game. If anyone has a lot of time on their hands, here's "all" you'd need to do...
-- Play at the easiest difficulty, so that the AIs don't really threaten you. Pangaea might be good, lots of land for convenience, maybe 8 civs on a normal map. Make sure some of them are high-culture sorts like the Babylonians.
-- Intentionally build up slowly, keeping your culture on a par with the other Civs' average.
-- Research Infantry/Artillery and Tanks. Build up a large armed forces and start picking off the AIs. Capture all of their core cities, but leave some scattered outposts. Treat some civs differently than others - leave a couple of them with their original capital, leave one or two with only an island outpost, etc.
Print the map, and start making notes. List all of the captured cities. Record the culture they had before you captured them. Record the distance to the old capital and the new one, and the distance to your capital
and your FP.
-- Start saving at the end of each turn.
-- Place garrisons of various sizes in the different cities. Allow some to stay in revolt for a while. Record garrison sizes.
-- Rushbuild improvements in some cities, not in others. Record the number of turns from the time you captured each city to the time you built each improvement.
-- Join your workers/settlers to some cities, and third-party captured workers to others.
--
Record the happiness status and nationality of each citizen in each city every turn!!! (If you were thinking that it sounded OK so far, I bet I lost you there!)

Also record the culture ratio between your civ and each of the others every turn.
-- Whenever a city flips (and I'm sure some will), revert to the previous end-of-turn save and make a note of the total civ culture ratio, your accumulated culture in that city, the citizen's happiness and nationality, the total culture and culture income of the nearest cities of yours and theirs. Try adjusting the garrison size and make notes on the results. (Just a note - don't treat it as a sample, because it would be tainted.)
-- Drag the game out as long as possible. This may require leaving one or two civs strong, to keep you from getting a domination victory too fast. (You may need to give them some of the captured cities too. Give away fringe cities which are less likely to flip and keep the core ones, maybe.) Can you turn Domination off? That would give you more leeway.
-- Analyse the results! I suggest a Cray or similar supercomputer to do a proper treatment of all of the collected data. You should be able to isolate all of the variables that people have come up with to date.
-or- we could keep pressing Firaxis to
tell us how this really works instead. I'm for the latter suggestion!
Culture is a good idea, and its effect on worked tiles, borders, etc is one of the best improvements in the game. But the way cities flip needs to be dramatically revisited!