anarres
anarchist revolutionary
Edit: I will always have the latest version linked in to the first post so you don't have to go looking through the thread for it...
Please note that Version 1.5 contains a significant change to the distance formula, you should update to this version straight away.
Version 1.5

'Distance' dialog:

Change list:
- Changed distance formula from:

to: max(x,y) + 0.5*min(x,y)
1.4 (22nd June):
- Added a 'Minimum Garrison' field.
- Made the whole form dynamic. If all fields have valid values the calculations will be done automatically. If any fields are invalid 'n/a' is displayed, click 'Calculate' to see which one.
- Culture numbers now can be decimals instead of just whole numbers, this is so you can enter a ratio in like 2.5 : 1.
- Distance dialog box now keeps it's data when you close and re-open it.
1.3 (15th May)
- fixed some annoying bugs
1.2 (15th May)
- added new form to allow better entry of distance
- changed icon
1.1 (14th May)
- Added error checking
- Added cumalative probability of flip
1.0 (13th May)
- First version
--------------------------------------------------------------------------------
Taken from the FAQ:
Please note that Version 1.5 contains a significant change to the distance formula, you should update to this version straight away.
Version 1.5

'Distance' dialog:

Change list:
- Changed distance formula from:

to: max(x,y) + 0.5*min(x,y)
1.4 (22nd June):
- Added a 'Minimum Garrison' field.
- Made the whole form dynamic. If all fields have valid values the calculations will be done automatically. If any fields are invalid 'n/a' is displayed, click 'Calculate' to see which one.
- Culture numbers now can be decimals instead of just whole numbers, this is so you can enter a ratio in like 2.5 : 1.
- Distance dialog box now keeps it's data when you close and re-open it.
1.3 (15th May)
- fixed some annoying bugs
1.2 (15th May)
- added new form to allow better entry of distance
- changed icon
1.1 (14th May)
- Added error checking
- Added cumalative probability of flip
1.0 (13th May)
- First version
--------------------------------------------------------------------------------
Taken 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.
- According to this, the factor D is a crucial scaling variable that will enable us to work out the exact chance of a culture flip, since all other factors are known. 'D' should really be written 'n*d', where 'd' is the actual ratio of distance to capitals, and 'n' is the scaling factor.
P=[(F+T)*Cc*H*(Cte/Cty) - G]/n*d
My ultimate goal is to produce a 'Flip Calculator', an in-game tool that will allow you to select a city and give you the chance of it flipping to each civ.
The exact culture score of an opponent is a slight spoiler, as is the existing culture of a city you capture, so in honesty a 'Flip Calculator' would not be 'pure' (usable in GOTM and tourney) if it gained this information in game. You could still have a manual entry for these which would allow a non-spoiler version, and you could estimate the relative culture ratio fairly accurately.
Does anyone know what the value of 'n' is? If not I will run some scenarios to determine it, it shouldn't be difficult, just a little time consuming.