vincenzo,
This is an article I wrote on how to stop cities flipping:
http://forums.civfanatics.com/showthread.php?s=&threadid=44399
Regarding city improvements:
Although the rate of resistors being quelled is related to the number of garrisoned troops, there is no set formula to determine it (that anyone at CFC has been able to come up with). Suffice to say, the more troops the more chance of quelling resistors, and I think there
is an upper limit of 1 resistor quelled per garrison per turn.
If the enemy city had no culture there is a point to having a temple, since if you have more culture than the enemy civ accumilated in that city you get a 0.5 modifier (50%) to the flip chance. After 1 turn of the temple being built you will have 2 culture tothe AI's 0 culture, and so get the benifit.
If on the other hand the AI has had a temple there for some time, it is very unlikely that building a temple in the city will have any effect at all. It could easily take a hundred turns or so to get more local culture, so it really isn't worth the cost (in terms of flips, anyway).
What is much more important is a Courthouse, because as soon as it is built you get a 50% reduction in flip chance.
HTH
