Click on the "No flipping after capture" option
Spoiler :Oh wait, you need Civ4 for that
No, there does exist an option which has that effect in civ III conquests at least.
Click on the "No flipping after capture" option
Spoiler :Oh wait, you need Civ4 for that

) - you might want to consider taking (annd holding) 2 or 3 cities, before you start razing other towns who could act as cultural broadcasters. This gives you a nice platform to throw the pesky enemy into the sea.Hey all, I've been trying to track this one down for some time. We all know (or should know) the flip probability formula.
P=[(F+T)*Cc*H*(Cte/Cty) - G]/D
where:
P = probability that it will flip this turn
F = # foreigners, with resistors counting double
T = # working tiles under foreign control
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 it occured to me early on that the base chance for a flip must be in there somewhere, most likely in the value of D (I discuss it when I first was presented with the formula by Sullla during the SG RBE3). I think I once saw a post by Arathorn where he stated that the base value of D is 2000. But I have never been able to find that post again to confirm it. Recently I saw a post by TheNiceOne where he stated, in so many words:
The base value for D is 2000 and can be modified by a factor of 0.25 4.0 depending on relative distance (so possible values are from 500 8000 ).
So in essence there are 2 strategies. Either you use more units than are necessary to prevent any chance of a flip for sure. Or you use not a single unit because the alternative would be to lose it in a flip. The second is preferable because the first can only be applied with lots of units or cultural superiority which can hardly be achieved at higher difficulty settings. So it is cheaper to risk flips and keep some unit back to recapture the city immediately. There is the one exception of the turn of capture in which a flip does never occur. That is a good opportuny to quell the resistance by putting approximatly three times as many units in the city than it has population. This should quell down the resistance immediatly. Using anything between those 2 strategies is not recommended as it can result in a total loss of the garrison. You donnot want to risk that.
Starving and especially razing can have quite severy diplomatic disadvantages. Therefore i prefer to recruit a holy army of slave workers. It is not the cheapest way but once recruited slaves are for free.
Now, I just need to decide if it's worth it -- having my victim get even more angry with me, in return for a greater chance of keeping the cities I just took from him/her. If the terrain around the cities is reasonably fertile, I can grow back citizens that are *my* nationality.
Building a cultural building (as several folks have recommended) will help the foreigners assimilate into my culture, which would also reduce "F" -- but that's a medium-term, not a short-term solution.
the best way in my view , save a lot . AI in my case definitely loves to flip when half of my military units are in the city trying to put the rebellion down .


Aside from the movement of the troops, I did nothing else before ending each turn. The only thing I can think of is that the AI used propaganda to incite the flip and for some reason chose not to us it under those circumstance.![]()

This is very very unlikely. Propaganda is expensive and works only at very low probabilities, so 20000 Gold or more may need to be invested for a 50% chance of sucess. Using the money for the military is a much better choice. And even if the odds are very bad against you only 15 units in a city make it completly immun against propaganda, in most cases much less will suffice.
http://www.civfanatics.com/civ3/strategy/espionage_missions.php
To prevent regular flips you need more than G = (F+T)*Cc*H*(Cte/Cty) military units as garrison in the city. It is as simple as that.![]()
I don't disagree with you, but there must be more to it. I prevented the flip by reducing the number of units in the city while increasing it had no effect. Does this suggest that the flip roll is not preserved as a random seed?
I think you'll find that 'reload if it doesn't go your way' is not a popular answer ...this is like showing someone how to win a game by giving them the cheat code for infinite health. Sure it works. Not much fun after the first 15 minutes and good luck trying to get anyone to play with you in coop games (unless they are cheating too). Sort of pointless IMO. To each their own.
Maybe it is preserved for each probability and thereby for each number of suppresing units seperately. This does not violate the probabilities and still explains the result. As battle mechanics work similar this seems the most plausible explanation.
You might also consider that quelling resistance does also work at a random base.

That must be why the IBT takes so feaking long . . .![]()