etj4Eagle
ACME Salesman
As we know the basic garrison formula is:
(foreignors + non-controlled work tiles) X Culture_factor = required garrison to prevent flip
with culture_factor being 2 if you have less culture in that city than other civ, and 1/2 if you have more. (all the other are applied after the garrison factor in changing this into a probability).
For the most part this is ok. However with large cities and before the first cultural expansion the number of required garrison to supress a flip can get rediculous. Since if you just took the city you are going to have 12 work tiles factored in, which means that you need 24 more garrison units. (ouch!). This means that a pop 1 city needs 26 units to prevent a flip till the first cultural expansion (and assuming it fully expands) then the number drops to 2.
While this may only exist for a few turns, I think the effect of tile you don't control is a bit too large. Some ideas might be to count them as only half a foreignor (much as a resistor is counted as two) or not to ably the cultural factor to them. If you did both, this would drop the units required for territory control down to only 6, a much more reasonable number than the 24.
The other issue comes with capturing any large city, as it become quite impratical to garrison enough defenders (time to mass produce workers to drop the pop). A pop 6 town would require 12 defenders till you managed to surpress the previous culture. And a metropolis would be near impossible to control with at least a garrison of 26 units required.
My suggestion would be to have the garrison work much the same way that luxeries do with a market place.
ie the first defender would be equivelent to 1 garrison unit
the second defender would be equivelent to 2 garrison units (for a total of 3)
With this method you are still required to put a fair number of defenders into newly acquired enemy cities, but you don't have to put ubsurd numbers into the huge cities.
Now this effect could require a small wonder or an improvemet to be built. Also it might be an interesting idea to make the effect of the garrison to be at least partially dependent on government. Maybe a unit acting as a military police give a bonus garrison of 1. Hence if you are allowed 4 military police, and stack in four defenders you would have a garrison strength of 14 verse 10 for zero military police.
A note to those replying: try to keep the thread on topic. This is not a thread for complaining about how "unrealistic" cultural flipping is or what not. It is about how to improve the garrison factor while remaining within the current design parameters.
(foreignors + non-controlled work tiles) X Culture_factor = required garrison to prevent flip
with culture_factor being 2 if you have less culture in that city than other civ, and 1/2 if you have more. (all the other are applied after the garrison factor in changing this into a probability).
For the most part this is ok. However with large cities and before the first cultural expansion the number of required garrison to supress a flip can get rediculous. Since if you just took the city you are going to have 12 work tiles factored in, which means that you need 24 more garrison units. (ouch!). This means that a pop 1 city needs 26 units to prevent a flip till the first cultural expansion (and assuming it fully expands) then the number drops to 2.
While this may only exist for a few turns, I think the effect of tile you don't control is a bit too large. Some ideas might be to count them as only half a foreignor (much as a resistor is counted as two) or not to ably the cultural factor to them. If you did both, this would drop the units required for territory control down to only 6, a much more reasonable number than the 24.
The other issue comes with capturing any large city, as it become quite impratical to garrison enough defenders (time to mass produce workers to drop the pop). A pop 6 town would require 12 defenders till you managed to surpress the previous culture. And a metropolis would be near impossible to control with at least a garrison of 26 units required.
My suggestion would be to have the garrison work much the same way that luxeries do with a market place.
ie the first defender would be equivelent to 1 garrison unit
the second defender would be equivelent to 2 garrison units (for a total of 3)
With this method you are still required to put a fair number of defenders into newly acquired enemy cities, but you don't have to put ubsurd numbers into the huge cities.
Now this effect could require a small wonder or an improvemet to be built. Also it might be an interesting idea to make the effect of the garrison to be at least partially dependent on government. Maybe a unit acting as a military police give a bonus garrison of 1. Hence if you are allowed 4 military police, and stack in four defenders you would have a garrison strength of 14 verse 10 for zero military police.
A note to those replying: try to keep the thread on topic. This is not a thread for complaining about how "unrealistic" cultural flipping is or what not. It is about how to improve the garrison factor while remaining within the current design parameters.