Workers

Chris_McGuire

Chieftain
Joined
Jul 30, 2004
Messages
5
Location
Blackburn, England
I am playing PTW as the Ottoman Empire and am at war simultaniously with the Greeks, the Spanish and Aztecs. So far I have been razing cities, but have a problem with razing Greek cities (I just don't want to). As I gain Spanish and Aztec workers fronm razing their cities, if I put them into Greek cities will that affect their ability to "flip" back to the Greeks? I'm playing the game for the first time and want to keep the Greek cities as they have Aluminium and I don't.
 
I don't know, but generally it's far more valuable to keep captured workers cause they have no support cost.
 
I cannot garantee being correct, but i have read about the formulas and this is my interpretation and logic thinking combined. I am confident enough to base my own gameplay on it:

It adds a chance of the greek cities fliping to the aztecs or spanish.

the chance a city will flip to another owner is decided on the number of people from that natinallity and on the number of tiles in the city radius that fall into the borders of another civ's cultural boundaries.

So if you conquer a greek city with 1 greek citizen, and you add a spanish and aztec worker to it, it has a chance to flip to any of those 3 civ's.

Since the chance is also affected by the relative amounts of culture and distance to capital, it is advisable only to add workers from a civ that have low culture or have their capital far away.

Millitairy units reduce the chance for flips. I never know exactly how many units are needed for a zero chance for flips (even if i know all other parameters) but the more foreign citizens, the more units you need. If there are 3 diffent foreigners, you will only need as many units as you would need if there is only one.
 
What WOA said. Common method to reduce the flip risk is to starve the pop down to 1 (plus possibly build culture and/or raze nearby cities to avoid the tile overlap).
If you add foreigners (especially before you starve the city down), the flip chance would certainly not decrease. I'm not *100%* sure if flip is checked towards each possible civ each turn, but if so, flip chances would even increase by joining other foreigners.

The utilities section has some flip-calcs. This one by anarres also tells you the number of units required to prevent the flip:
http://forums.civfanatics.com/showthread.php?t=53157
 
Culture has a big effect also,
1) Amount of culture the captured city had (you have no way to know this unless you spied in the city before it was captured.
2) Amount of culture overlap from AI city next to you.
3) Amount of your total culture vs AI total culture.
4) The amount of culture you can add, rush temple or lib.

Their's a good War Academy post on all of this.

Distance to AI capitial vs distance to your capital is also a biggy.

I've never had a city that I starved to size 1 and added my own culture filp. But that does not meen it couldn't happen.

I would starve to size 1 add my own workers and keep the free slaves (no support cost but 1/2 speed work)
 
Starve their cities to death: make all the citizens taxmen(you get the gold), while their population goes down every turn, until it has reached pop1, as already other posters stated.

EDIT: important: do not leave your units inside recently captured cities, just leave only a few units to defend the city if needed(for 1 turn, your newly captured city cannot flip back, and you can have MANY units inside that city, to help to control the rebels easy).
 
King Alexander said:
Starve their cities to death: make all the citizens taxmen(you get the gold), while their population goes down every turn, until it has reached pop1, as already other posters stated.

EDIT: important: do not leave your units inside recently captured cities, just leave only a few units to defend the city if needed(for 1 turn, your newly captured city cannot flip back, and you can have MANY units inside that city, to help to control the rebels easy).

I wasn't doing the taxman thing! So every turn i had to remove the people from the fields.

Thanks for that!
 
valamas said:
I wasn't doing the taxman thing! So every turn i had to remove the people from the fields.

Thanks for that!
Every turn, you must re-make the citizens taxmen, because after the loss of a citizen, they go back to work the land.
Making all the citizens entertainers, again leads to city starvation, but you don't get the gold ;) , and is useless(the city's rebels won't go with your side, because you gave them entertainment).

As I said, if you have many units, leaving them inside the city the turn you capture it(that can be done more easily when you have railroads, so your units move fast), can take care of the rebels(2-3 units for each rebel).
 
On the specialists:
Like King Alexander said, Taxmen (and Scientists) will give you their benefit - before they starve and go back to working tiles due to starvation.
But!
Civil engineers in C3C will not give you the shields to speed up the temple or something. Starvation will put them back on working tiles before their shields go into the production box!
I haven't checked policemen (maybe commerce benefit works, shield benefit not), but they seem rather uneffective in these cases anyways.
 
King Alexander said:
Starve their cities to death: make all the citizens taxmen(you get the gold), while their population goes down every turn, until it has reached pop1, as already other posters stated.

Oh I like that, taxmen... I was just turning them into a punch of camedians and letting them die laughing :goodjob: but I like the money idea much better!
 
BobV said:
Oh I like that, taxmen... I was just turning them into a punch of camedians and letting them die laughing :goodjob: but I like the money idea much better!

You kill me!
:rotfl:
 
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