why japanese why

forevergta said:
hi friends...
i'm the roman emperor and i have a huge country but i cant take japanese main city..when i get kyoto (japanese capital city) , they take it back with their "fabulous culture" :cry: there are 9 resisters in city..how can i destroy them and how can i keep kyoto ???
ps : i'm sending every soldier which can go there but it's not helping...

Because Japan is sacred and protected from conquest by the gods. Ask the Mongols.
 
forevergta said:
hi friends...
i'm the roman emperor and i have a huge country but i cant take japanese main city..when i get kyoto (japanese capital city) , they take it back with their "fabulous culture" :cry: there are 9 resisters in city..how can i destroy them and how can i keep kyoto ???
ps : i'm sending every soldier which can go there but it's not helping...


If you want to be sure that a city doensn't flip you should atleast have 1,5 times the amount of citizens in the city. I use twice the amount of units if I want to keep a city.
 
Everyone is talking about how to stop it flipping *after* you have taken it (either by starving and/or garrisoning heavily - btw see FAQ for *exact* formula of how many units you need to prevent culture flip) but as someone mentioned this could be very, very difficult and require v v large garrison if the Japanese city has 9 citizens and probably with Japanese territory encroaching on the captured city...

... better to reduce pop size to 1-2 before you take it by bombarding it! Easy in later eras with Artillery (fantastic - think v large stacks!!!) or with Bombers (based on Carriers if necessary) but still possible using Cannons etc in earlier eras.
 
... better to reduce pop size to 1-2 before you take it by bombarding it! Easy in later eras with Artillery (fantastic - think v large stacks!!!) or with Bombers (based on Carriers if necessary) but still possible using Cannons etc in earlier eras.

Is it always better though? There are 3 ways that I use to deal with culture flips, bombarding, stationing LOTS of troops in the city and stationing a couple of attacking units outside a city. All require an increased millary investment over just capturing and moving on, and in different situations a different method may be better.
 
BassDude726 said:
You could pillage all the irrigation around it too, that way if it flips again while you're trying to starve the pop, it'll keep starving even when the japanese have it. You'd have to fix it all when you got Kyoto for good though.

This is what I was gonna suggest. Also when at war, if your unit moves to a spot, that a citizen was working they'll discontiue working there. As in say there is a grassland with wheat. If you move one of your units there, that tile won't be worked and the AI will lose all that food . So with a city of size 9, you should send a bunch of units, pillage his irrigation and fortify troops on his grasslands and flood plain, after a couple turns the city will start starving bad. Then not only will there be less resistors, but I believe if you get the city below size 6 or 5, they get less defensive bonus, making it easier to take over the city, also helps prevent the AI from drafting too much. If their army is a problem, this method can also help if you move onto mountains and hills and pillage his mines, so reduce his production, which means less reinforcements he can make.

Also have you taken all the cities around the capitol? like did you start on your border and take over cities leading up to the capitol, or did you go right after the capitol? If you take out the weaker cities first, it might be also be easier to take down the whole empire in the long run.
 
I don't rely much on units to avoid flip. What I normally do is to put the injured attackers to rest in the invaded city, and often with good defense, but the way #1 is to starve the people, build quick culture (based more on the price of the improvement, which varies with civ traits),

and especially keep conquering the enemy, to eliminate their fat borders which surrounds the captured cities (reducing flip risk) until I eventually eliminate the enemy or at least let him with weak/distant cities.

I just stop starving people when the owner civ is actually eliminated. Imediately after starving, I make the pop grow, culture grow, to have a national majority and my civ's culture around there, and far from the enemy's borders, which reduce a lot the risk of flip. Because the longer you keep the captured city with an enemy majority, enemy borders nearby and low or no culture, the risk of flip is always big and present.

But if I get a very powerful cultural city (or normally capital) and the war is still on the beginning, its wonders not giving me benefits, then I raze without pity, because if the war is gonna take a bit longer, that city would flip and reflip and be a pain in the ass. But I treat it as exception not rule...

That's the contradiction of the Fascist govt... in the same way it helps you starve pop by killing some of them automatically on city conquest, it's also an obstacle in immediate culture building, since you need to guarantee your national majority to get culture on the newly taken cities.
 
Culture flip 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 (out of the max of 21, no matter what the cultural boundaries are atm)
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 reorganizing this gives the required garrison as:
G = (F+T)*Cc*H*(Cte/Cty)

As you can see there is a nice set of extra factors there. Now when you take a city Cc is likely to be 2 for a long while. And then there is the culture ratio. And this is a true ratio so it could be 1.1:1, 2:1, 5:1 depending on how much culture each of you has

The national culture factor is probably the reason why some seem to have no problem with culture flips and others do. Since if you have strong national culture, this value might be approaching 1/2, which can keep the garrison down at a 1:1 ratio. However, if conversley the AI civ in question has double your culture, you are going to need 4 units for every foreigner and tile to prevent a flip.
 
I had that problem once. What I did was move all the units outside the city except a galleon and ironclad. I still had the units nearby, but they were not there to suppress the resisters. Once the war was over, I moved them back in, and immediately began work on a temple, followed by a library. This kept them from revolting during the war, and then beefed up the culture enough after to keep it yours.
 
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