Though I definitely think you are on the right track, Stormbind, I think that the whole idea of resistance and culture flip needs an overhaul! In my model, when you capture a city, its 'mood' will be rated on a 0-100 scale. The amount of resistance which you face (and the chance of 'flipping') will depend on how low the mood is! For instance, at less than around 10%, the population will be considered to be 'resisting', this means that every turn the city has an x% chance of spawning a 'partisan/guerilla' unit, that the city has an x% chance of 'flipping', and that there is a % chance each turn of a unit and/or improvement recieving damage. Further up the mood scale, the chance of guerilla spawning drops (until it hits zero). Similarly, as you go up the 'mood scale' the chance of flipping and unit/improvement damage also drop. To put it another way, say 50% is average mood (neither happy nor unhappy). From 45-49%, you might have a 1% chance, per turn, of units/improvements in the city being damaged. From 40-44%, this chance might climb to 5% AND the chance of a flip becomes a risk, at around 1%. From 35-39%, the chance of unit/improvement damage goes up to 10%, and the chance of city flip rises to 5%. Also, there is now a 1% chance of the city spawning a guerilla! From 30-34%, the chance of unit/improvement damage goes up to 20% etc etc! Additionally, though, a cities 'base mood' can be adjusted, up or down, according to the difference in culture (and culture group) between the captive city and the captor, how 'preferred' the captors current government is to the captive population AND the number of units currently stationed in the city! For instance, when you capture a city, its base mood might only be 10%. However, your culture is around 2x that of the cities home nation, giving you a +10% mood bonus. In addition, the captured city is W. European, like yours, giving an additional +5% bonus. Your current government, democracy, also has a +10% 'preference'
rating within the captive cities home nation. However, you can only station 2 units in the city, which is 2 below optimum for that city size, giving you a
-10% (or 20%) to the base mood-giving a final mood of between 25-35%! Still dangerous, but less volatile than it was. Please note, of course, that all numbers quoted here are arbitrary, and serve only to illustrate my point!
Yours,
Aussie_Lurker.