Eclectic99
Chieftain
I'm finding it hard to understand the best ways to deal with city flipping. After studying the formula for flipping probability (given in the FAQ here) it appears that when you want to attack a weaker Civ by transporting armies across ocean areas, it might be better strategy to carry along some settlers and raze the AI cities instead of capturing them, then start new cities of your own Civ. Otherwise, you have to tie up large parts of your army to garrison the captured cities and your attack stalls out.
When you capture a distant AI city, there's not much you can do to change the civs culture ratio, too late for that. The distance factor is also beyond your control. I don't understand what is meant by the factor "Cc", the local culture factor, but it may be as high as 2. If you capture a city with 4 resistors, you might have to garrison the city with 16 units (resistors counting 2 and a Cc factor of 2, making a total of 4 times the number of resistors) and still not be completely safe.
In the game I'm playing now, I can raze a city, found a new one, and garrison it with three strong units (riflemen in late medieval age) and be safe from attack by the weaker AI civ, and not have to worry about flipping. This beats garrisoning a captured city with 16 units that I've had to transport across an ocean. Am I missing something here?
Is there any way to get rid of the resistors in a captured city? Does turning them into entertainers help? Would building a temple or courthouse help? Do my large number of luxury resources ( available beause I immediately built a harbor in one of the captured cities) help by keeping the resistors happy?
Also, in the FAQ, there's a mention of the aliens assimilating after a period of time. but in other threads I believe it is said that captured people retain their citizenship throughout the entire game... this seems inconsistent...but the question is, how do you know when, if ever, it is safe to reduce the large anti-flipping garrison?
I apologize to all for such a lengthy post and hope you will bear with me. Thanks for any and all comments...you are all so helpful and I appreciate it.
When you capture a distant AI city, there's not much you can do to change the civs culture ratio, too late for that. The distance factor is also beyond your control. I don't understand what is meant by the factor "Cc", the local culture factor, but it may be as high as 2. If you capture a city with 4 resistors, you might have to garrison the city with 16 units (resistors counting 2 and a Cc factor of 2, making a total of 4 times the number of resistors) and still not be completely safe.
In the game I'm playing now, I can raze a city, found a new one, and garrison it with three strong units (riflemen in late medieval age) and be safe from attack by the weaker AI civ, and not have to worry about flipping. This beats garrisoning a captured city with 16 units that I've had to transport across an ocean. Am I missing something here?
Is there any way to get rid of the resistors in a captured city? Does turning them into entertainers help? Would building a temple or courthouse help? Do my large number of luxury resources ( available beause I immediately built a harbor in one of the captured cities) help by keeping the resistors happy?
Also, in the FAQ, there's a mention of the aliens assimilating after a period of time. but in other threads I believe it is said that captured people retain their citizenship throughout the entire game... this seems inconsistent...but the question is, how do you know when, if ever, it is safe to reduce the large anti-flipping garrison?
I apologize to all for such a lengthy post and hope you will bear with me. Thanks for any and all comments...you are all so helpful and I appreciate it.