GorfTheWanderer said:
I have a quick Q for anyone out there that might have some insight.... I've never really used the MP value of my soldiers in towns and have just recently tried to get a better handle on this effect... If I understand things correctly you can only have a set number of MP units in a town and get the bonus +content people depending on the max allowed MP value for your govt.... right? ie... 0 for republic... 3 for monarchy....etc...
That's correct.
I was also wondering how the MP value effects border cities that are next to civ's with a dramatically better culture... Any advice would be gr8....
thanks....
Garrisoned units reduce the flip chance, but it often takes too many units to lower it enough (I believe I've seen over 100 units to reduce it to 0%). Here's the flipping formula.
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.