j_buckingham80 said:
In the last game I played, if you moved your mouse over the influence/population demographic in the city status screen (the colored bar in the lower left of the screen ususally reading something like 80%-100% your nation) it informed me of the percentage chance of revolt in the city I recently acquired. Adding troops lowered this percentage until it finally disappeared. A useful feature if you ask me.
I've never noticed that feature before. It inspired me to dig a little deeper and see if I could figure out what was going on. I ran a series of tests with the world builder to try and figure out how the flipping works. Here are my conclusions:
- When your population drops to 49% or less, the city has a chance of flipping (going into revolt.) This was just for 2 civs. With 3 or more, I suspect if another civ has a greater % you have a chance, but I didn't test it.
- The base chance of a flip is ~10% per turn (9.85% actually, but see below.) The percentage doesn't affect this number at all. Whether you're at 49% or 0%, this number is the same.
- Each troop you garrison in the city lowers the base flip chance. The higher your percentage, the greater the effect. So for example, stationing a warrior in a city may lower this number from 9.85% to 8.96%.
- The Strength of the units you garrison in the city absolutely
does matter. At 0% population, it takes 23 warriors to completely eliminate the flip chance. It only takes 12 macemen or 5 Mech Infantry. This number seems to be a hard cap, unlike Civ3 where you could put 100+ units in certain cities and still have them flip.
- The *type* (melee, archer, mounted, etc.) of unit doesn't seem to matter so long as it's a combat unit. Scouts and explorers don't count. In other words, horse archers are as good as swords; chariots are as good as spears.
- This is a big one: If the city has the
state religion, the effect of each unit is
doubled. This means that in a situation where you needed 8 warriors, you only need 4 with the state religion. You also get a .15% bonus to the base flip chance, lowering it to 9.70%.
- A little culture seems to help a lot. Even when massively outcultured city, I was able to start raising my percentages, and thus lower my flip chance. It seems much easier to get a city above 50% than the surrounding tiles.
- To get a real feel, I played what was one heck of a quick game. I built 2 cities 3 tiles apart, placed a spy in the AI city and watched what happened as I slowly outcultured my opponent. I kept increasing my cpt while leaving his at a constant 3 cpt. After about 65 turns, when my city outcultured the AI by 2000 to 300, he dropped below 50%. He had only a single rifleman, so right off the bat the flip chance was 6% and slowly crept upward each turn. After 6 turns, the first revolt happened. For some reason, the % went up *during* the revolt. I'm not sure exactly what this means, but it dropped back down afterwards. 10 turns later, his city flipped and I won a conquest victory.
Kauss said:
So for example, if I have a city with 10 units it in, then the msg comes up and says "A blah revolt has started in blah" then the city has the red fist with the turn timer... If I add say another 5 units, the city will lose that fist hammer and stay mine if the 5 units was enough right?
No. I added a dozen modern armor to a rioting city. It brought the flip chance down to 0, but it didn't end the revolt. I think it will make sure the city doesn't flip after the riot though.