cripp7
Playin' Bored
Right now we have enough EPs towards SB we can change his civics, religion but need to get some buddha spread to him to switch religion. to bad we can't run spy missions and make him think washington done it.
Right now we have enough EPs towards SB we can change his civics, religion but need to get some buddha spread to him to switch religion. to bad we can't run spy missions and make him think washington done it.
One other thing: will we continue to settle GAs in newly created cities, or are we better off now culture bombing in cities that already exert a lot of influence (Munich, Lagash).
looking at where they are now in culture, i'd say bomb them. I think add +6000would be better benefit.
I made a short study of this last week. I might dig it up and post it over on the strategy articles if there's some demand. From what I can tell, it works like this:
Once another civ has a higher % of the city than you do (i.e., they have 50%, you have 49%) the city has ~10% per turn chance of going into revolt (mouseover the bar that shows population percentages to see the number.) The actual number will be slightly less than 10% (9.7-9.9 usually), but 10% seems to be the max. This (starting) number is (approximately) the same, whether your population is 49% or 0%.
Each combat unit you garrison in the city will lower the revolt percentage. The stronger the unit, the more the revolt chance is lowered. I determined this empirically, but I'm guessing that the xml data you found is behind it.
The amount that each garrisoned unit (of a certain strength) lowers the revolt % is affected by the following:
- city size (larger city = less effective garrison)
- population % (higher % foreign = less effective garrison)
- state religion (a city with the *state* religion doubles the effectiveness of each troop stationed there)
- war (if you're at war with the civ with higher population %, the effectiveness of each troop stationed there is doubled)
- revolt (the effectiveness of each garrisoned unit is lowered; also, it's now a *flip* percentage, rather than a *revolt* percentage)
- maybe other factors (roads to capitals and such) I haven't had a chance to test
If you put enough troops in the city, the % chance of revolt will disappear. It doesn't read 0%, it simply doesn't show up at all, the same as for a city that you own 50%+. I'm pretty sure that at that point the city is flip-proof, at least until circumstances change.
Of course actually getting that many units into a city may be easier said than done. A size 1 town with state religion and nearly equal %'s (i.e. 50-49) can probably be controlled by 2-3 warriors. A size 12 city at 0% would require 100+
This is what I found in the excellent discussion of DerangedDuck
- snip -
This means that we can turn revolt chances into flip chances by using spies to foment unhappiness.
OK, nice to have that GM and Sid's. Mission accomplished.
I guess I will just spam execs to all border cities. And create a lot of spies? Looks like Echoes is getting a lot of spy flak from Bismarck, so we need to get anti-spyware there.
Tonight is the only time I can play until April 5, so please give me some directions on teching, spying or whatnot.