Yup, I definetely agree about the captured cities flipping back, especially size 4 or above. If you are an incessant warmonger like me, you probably don't have much culture built up and this can make it very frustrating trying to kill an enemy who keeps popping back up. First of all, if you immediately set all available citizens to entertainers, you can make the crybabies happy and starve off 1 pop point straight away (this seems to significantly reduce flipping). Secondly, NEVER leave units in the city more than 1 turn after you have captured the city. On the turn you take the city, move in as many wounded as you can. The next turn is safe (I have seen cities flip on this turn, but very rarely, and it's usually very large cities, capitols, or Wonder cities) to leave thise wounded to heal. The turn after this is when you need to get all troops, wounded or not, out quick! All you have to do now is leave a troop or two within attack range so if the city does flip, you will be able to recover it instantly. Bear in mind that if (or for bigger cities, when) it flips, it gets the best available defender. This is usually a spearmen because you have cut off all resources to that city for pikemen or musketeers or whatever. If the city is directly connected to an iron or saltpeter in it's own radius and it's a high risk flip city, I pillage the road to that resource to assure it will be spearman the city gets. Being a warmonger, like I said, I don't care if I have since made peace with the former cities civ or not, I always take back what is mine (and it's all mine!). Another reason I like to take cities and not replant my own is that I am usually too busy pumping out combat units to spare time for settlers! Settlers I do build have unclaimed land to fill. Also, if you are playing a religeous civ, it takes no time at all to switch to despot, pop rush a building or whatever (also helps to get the foriegners out of your new city) and then switch back to your regular government. However, if you do this, it may be wise to wait until you have quite a few captured cities ready to pop rush to make it worth those 2 lost turns of production for the rest or your civ. This strategy does tend to leave resistors in some of the bigger cities, I usually post the aforementioned gaurds to the city and wait until I have crushed my enemy totally before moving back in to take care of them. Another way to reduce flipping is to wage very early wars so that your enemy has no culture built up either. Or, smash the enemy before 10 AD so that he relocates far away. Unfortunately, the bottom lin is that the only sure, permanent way to prevent his cities flipping back is to wipe the enemy from the face of your planet for good.
