ethnic cleansing

dan14444

Chieftain
Joined
Jan 20, 2005
Messages
54
Few questions:
Is here any way to control which pop unit will be used in worker/settler production or in hurry production?
If settler have used 2 different nationalities what nationality it will be?
How chances of converstion depends on city size?
 
dan14444 said:
Is here any way to control which pop unit will be used in worker/settler production or in hurry production?

I think it's foreign citizens first (at least for workers/settlers).

If settler have used 2 different nationalities what nationality it will be?
I've never seen this happen. Perhaps someone else knows.

How chances of converstion depends on city size?
You mean city flipping?

The formula is:

anarres' Culture Flipping Calculator said:
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

So city size doesn't matter, just # of foreigners for city size.

Was that your question?
 
I think it's foreign citizens first (at least for workers/settlers).
Not true - I've seen once my native gone, later I replayed the turn and forigener dissappeared... But usially it's difficult to get rid of the last forigener in city...

Thanks for formula. I had feeling what if I force-labor occupied city to size 1 it likes to rebel next turn. But apparently it was just bad luck...

BTW, based on formula, if city has no forigeners and cultural border conflicts it will NEVER rebel, right? Then building granary seems more important for occupied city comparing to temples, etc. :)

Also, do third-party forigeners participate in the formula?
 
dan14444: I believe it will do the calculations individually for each civ, so if you have 2 Persian and 1 Arabic citizen in the city, (and no cultural conflict), it's more likely it'll flip to the Persians. And yes, I think it will never flip if there is no cultural conflict/foreigners.
 
dan14444 said:
If settler have used 2 different nationalities what nationality it will be?

you can't form a settler from 2 nationalities. when you capture an enemy settler they become 2 workers, so you can't form settlers from foreign nationals either. maybe you're referring to a settler being built in a city and a foreign citizen leaves with the settler. it should still be your nation's settler even if there are foreigners.
 
If one of the citizen is foreign, then the settler will be foreign, and the first citizen of the new city founded by the settler will be foreign.

So it is always does the worst way, not random?
 
Since we're in the subject: How can I rid, fast, off the foreigners? I try to build settlers and workers hoping that the foreigner will disapear but it doesn't. When I starve the city the last citizen is foreigner and when city reaches size 2 I try to build worker and my citizen becomes the worker and the foreigner stays. Is it random or what?
 
Yes, it's random. Eh... I hope. At least rush-build is random for sure... Feudalism rulz!
 
dan14444 said:
Is here any way to control which pop unit will be used in worker/settler production or in hurry production?
If you make sure the natives are working tiles and the foreign citizens are specialists, that *should* do the trick.
 
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