how EXACTLY does Conveying cities work??

DarkTempla

Chieftain
Joined
Dec 8, 2002
Messages
39
Location
Germany
I never found out how exactly it is done.
I know that if ur citys radius grows and would grow OVER the radius of a foreign city u have the chance to overthrow them, right?
But what else plays a role?
-As far as i know it is the number of units stationed in the city, but how many and how exactly do they influence this decision?
-Do ur overall cultural points play a role in comparison to ur enemys?
-Location of the capital is also important, isnt it? maybe the strongest point?

Because once i was taking over some russian cities and although i was A LOT larger and had more culture, my newly taken citiy DEPOSED, ALTHOUGH i had
-a temple
-about 5 units + 1army stationed

while all this their capital was not very far away.

This are just some basics about which iam not very sure and which are not very precisely explained in the manual and readmes.
But some points like number of units affecting culture-pressure and stuff like that really interests me
(e.g. i read this AZTEC article on this site (Very top main screen) where he stationed like over 24units in a citiy near the enemys capital and apparently it worked. But u surely dont have to station that many units, so u can have some of them spare to use for further attacking)

I know its a bit messy and i do appologize if there are any problems concerning the understanding and language :rolleyes:

DarkTempla
 
To avoid having a city flip back to the previous owner there are a couple guidelines that I like to follow.

1> Bombard the hell out of the city as much as you can, the less people in the city when your troops roll in the less that will want to convert back to their old civilization

2> Ensure that you have one military unit in the city for each population point and then add atleast one extra for good measure. So if your troops move into a size 6 city you will want 7 troops there.

3> Dont feed them, turn them into entertainers. The old residents of the city will ( at gun point ) dance around and be happy till they die. Once you have the city down to population one, you can let it grow. This time it will grow loyal citizens, and as long as you didnt destroy the countryside taking the city it will grow quickly.
 
Here is the formula:

P=[(F+T)*Cc*H*(Cte/Cty) - G]/D

where:
P = probability that it will flip this turn
F = # foreigners, with resistors counting double
T = # working tiles under foreign control
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)

Note that local culture is the culture that has been generated within that city.

Don't know what the base chance for a flip is (all other things being equal).
 
Do planes and ships count as garrisoned units ?

I had a 6-size city that flipped back after being about 20 turns in my posession. And it kind of sucked because I was using it as a airbase and had about 12 bombers in it, this together with 3 mech inf. and a healing battleship.

My culture was a lot bigger (about 1.5 to 2 times ) but it was on another continent , it was connected with a harbour so my 4 or 5 luxuries made the citizens content, there was a temple too. Far away from my capitol.
 
Planes and Ships do not count AFAIK. Anything that is auto captured or destroyed when a city is taken does not count.
 
Originally posted by Gothmog
Here is the formula:

P=[(F+T)*Cc*H*(Cte/Cty) - G]/D

where:
P = probability that it will flip this turn
F = # foreigners, with resistors counting double
T = # working tiles under foreign control
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)

Note that local culture is the culture that has been generated within that city.

Don't know what the base chance for a flip is (all other things being equal).


WOW!! :goodjob: how do u know that??
But it still leaves some questions for me:
-what is "WLTKD"??
-after rearranging where has the "D" gone?

iam really impressed, that was EXACTLY the answer i was hoping for :beer:
 
This was posted during one of the Fraxis Chats, I simply reproduce it here.

WLTKD = we love the king day

The D factor is some what unknown to me. It is based on relative distance to the capitals and so the proportional affect can be worked out, but it must also contain the base % chance of a flip - all other things being equal. I once saw a post where they gave a D as the distance ratio times a number (the base %), but I don't remember what it was. I was reading old posts and the poster didn't say where he got that specific info, thus I didn't (and don't ) know if I could trust the #.

Glad to help: enjoy!
 
I was looking this over as I was copying it to post in the "flips" thread and I just wanted to add that the first thing done in rearranging is to multiply D by P. Now if P is zero then P*D is also zero, so that is where the D went. For values of P other than zero my above comments apply.
 
Can't you gradually swap out the population by generating Worker units and then rejoining with one of your own, then ship the "foreign" workers off to a distant city ?
 
Back
Top Bottom