Need tips to stop culture flipping

The calculations are interesting, but there is a random factor at work. Use all options, reduce pop, station troops, build culture. But if the random number comes up -- the city is gone. I have had cities revert 25 turns later, with my citizens being 75% of pop, and univrsity, cathedral and colleseum built.
I prefer to build the culture, but use as few troops as possible after the initial assault. More trooops seem to create unrest, although I cannot prove that.
 
Culture flip can be reduced greatly by having a better culture rating than the enemy civ. In fact, if you have better culture, the enemy cities can sometimnes flip to you of their own accord.

Assuming that you have inferior culture, you can reduce culture flips by having lots of luxury resources and sliding the luxury bar to improve happiness. In addition, having 4 or 5 troops in the city as a guard can reduce culture flips as well. Of course, temples and cathedrals reduce culture flip by contributing culture and improving happiness and libraries and univs by contributing culture.

Adding workers and settlers to captured cities reduce culture flip by reducing the fraction of enemy citizens in the city.

IMX, the most efficient way of reducing culture flips is by having lots of defensive troops in the city and buying out temples and libraries. In the 10 to 20 turn period following conquest, culture flips can occur in cities that have a high number of wonder count, have ancient buildings, or otherwise had a high culture rating in their previous civ. Also for relatively high culture cities near the enemy capital. It is profitable to additrionally rush cathedrals and universities in these cities, and/or reduce population by any means other than starving them with unhappiness, which tends to increase the incidence of culture flip.
 
To avoid cultural flip, leave the city empty ! Not a single military unit in it.
Something that can be managed on some map with units such as chivalry on your side.
Once all the cities of the civ are captured, no cultural flip risk anymore.
 
If you let a city undefended and it flips, will the enemy be able to rush a unit before your next turn? And what about drafting?
 
Here is my strategy to prevent culture flips after conquering a city.

First, end the resistance in that city. If it's a big city, you will need more troops. If the # of resistors are not decreasing, get your troops out of the city, it will flip back. They can always retake it later. Once resistance has ended, the real work begins. You don't need to leave very many units in a city after resistance has ended, usually 1 or 2. Leave some units outside the cities that are a greater flip risk. Also, try not to leave a healing army in a newly conquered city.

When I go to war I always make sure I have lots of gold for cash rushing, which usually means slower research. First, rush a temple (or library if scientific). Starve the citizens each and every turn. I turn them all into specialists. I used to just leave them as entertainers until I realized that this was stupid. Turning them into taxmen or scientists instead was much more useful (or engineers in C3C after replaceable parts). After a culture building has been built rush workers. Rushing 1 worker from scratch costs 80 gold. So the city will lose 2 pop points per turn. Once the city reaches size 1 there is very little chance of having it flip.

I don't know how well these strategies will work on Emperor+. I play at Regent or Monarch. I usually don't have much culture early on because I concentrate on military, but once the ball gets rolling those rushed temples help keep me ahead in culture. Also, my troops are almost always attacking and pushing forward, so AI counterattacks aren't too much of a problem.
 
Тhe way it goes for me:
Have Feudalism (THE best early gov. on Sid). Suppress resistors. Rush-build granery and next culture or units until pop1. What till pop2. Rush-build something and hope (or reload) for the last forigener dissappears. Secure city borders from enemy culture. When done, it will never flip.
 
gskyes said:
Starve the citizens each and every turn. I turn them all into specialists. I used to just leave them as entertainers until I realized that this was stupid. Turning them into taxmen or scientists instead was much more useful (or engineers in C3C after replaceable parts).

I'm not sure if you get any benefit from turning them into specialists. When a city loses population from starvation, the game reassigns all the citizens back onto the land before you would get any benefit from the specialists. Even though they are reassigned, you still get nothing that turn. At least that's how I think it works. This is only true for population loss. A city with just a food shortage is not affected.
 
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