Sure thing... let's see. I'll calculate 2 things for every example: namely the number of troops you need to totally negate the CF chance, and an approximation of the chance each turn. For a more detailed breakdown on the different factors (plus extra examples), see page 4.
Example 1:
One of your cities is under cultural pressure from a neighbour, as there are 3 tiles within your city radius that are his. Your total culture is double his, and the city is roughly in the middle between his capital and yours.
The number of troops is calculated as follows:
- first you see how many 'bad elements' you have in the city. This is 3 (tiles) + no foreign citizens.
- Secondly, you'll see who has the most culture in that city. It is yours, so you have. No additional factor
- Thirdly, happiness. assume no WLTKD, nor disorder. No factor as well
- Fourth, you take into account total culture. Your's is double of his, so you divide the chance by 2. Result = 1.5
- And voila: the number of troops you need to fully negate the CF is 2 (bigger than 1.5).
Now, let's say you have only 1 troop in there, what would the CF chance be?
- You already now that the modified cultural pressure is 1.5 . Subtract 1(troop) from this --> 0.5
- this is then divided by the distance factor, which is 2000 as your capital is as close as his. So the total chance becomes 0.5/2000 = 0.025% each turn. On average, it will take 4000 turns before this city will flip. Or, during 200 turns (a realistic number in each game, there are 540 turns from 4000BC to 2050 AD), you have a 1 in 20 chance this city will flip on you... not really worth worrying about.
Example 2:
same city is under cultural stress, but this time it is much closer to the foreign capital, has 6 foreign tiles (still all of the citizens are yours), and your total culture is only half his.
- Bad elements = 6
- No additional factor because your culture in the city is bigger then his (you build the thing)
- For the moment, assume no WLTKD, nor disorder. No factor as well.
- Your culture is half his, so the 6 becomes 12, this is the total cultural pressure.
- Conclusion: you would need 12 troops in that city to fully counter flipping. This is a lot, but still reasonable.
Assume you only have 3 troops in, the chance would then become:
12-3 = 9 ... which has to be divided by the distance ratio which is in this example (very close to their capital) 500. So, the total chance would become 9/500, or 1.8%. This means that that city will on average take 56 turns to flip, a quite reasonable duration.
Now, in the example above, what would be the effect of a WLTKD?
- The number of troops needed to keep a hold on that city would half, so instead of 12 troops, you'd need 6.
- If you have 3 troops (like above), the chance would become(6-3)/500 = 3/500 = 0.6%. On average, the city would flip in 167 turns
If, on the other hand, there would be a disorder instead of a WLTKD, the number of troops you need is doubled. 12 --> 24.
- if you still have 3 troops there, the chance would be (24-3)/500 = 21/500 = 4.2%. On average, the city would flip in 24 turns...
From this example, it may be clear that happiness is everything, whatever you do, don't let a culturally pressed city fall into disorder!!
Example 3:
You conquered a foreign city, size 12, 8 resistors, next to capital, and with 5 foreign tiles. Your total culture is only half his, and there is normal happiness.
- 'bad elements': 12 foreign citizens + 8 resistors (they count double) + 5 foreign tiles = 25
- City culture was higher for the other one (it's his city): 25*2 = 50
- no happiness modifiers
- your total culture is half his, so you will need 50*2 = 100 troops to fully negate the CF chance.
If you only have 5 troops in the city (artillery doesn't count!), the chance would be (100-5)/500 = 95/500 = 19%. This city will on average fall back into the enemy hands in 5 turns, which is very high.
What could you do to counter this?
- The total culture is of course a big factor here, but that can't be changed over night. If your total culture would have been double of his, instead of half, you would only have needed 50/2 troops, or 25 troops to fully negate the CF chance.
With the same 5 troops present, the total chance would have been (25-5)/500 = 20/500 = 4%. On average it will take 25 turns, by which you should have conquered that capital easily
- WLTKD has similar effects: it would mean 50 troops need, and a (50-5)/500 = 9% chance (11 turns)
- starving citizens doesn't work well: you can only starve one citizen at a time, which won't be a resistor unless they're all resisting, and the chance only marginally improves. I only do this when you can pop-rush some culture building
- Rushing culture is good, not because of the effect it has on city culture (but this can be a factor when the conquered city didn't had any culture before), but because of the border expansion: if you have 5 less foreign tiles to worry about, your chance would become 80/500 instead of 100/500
- quelling the resistance is always good (but risky, as you need troops for this): losing 8 resistors would make the chance 68/500 instead of 100/500.
Any more examples? Let me know...
DeepO
[edited to correct a small mistake]
Example 1:
One of your cities is under cultural pressure from a neighbour, as there are 3 tiles within your city radius that are his. Your total culture is double his, and the city is roughly in the middle between his capital and yours.
The number of troops is calculated as follows:
- first you see how many 'bad elements' you have in the city. This is 3 (tiles) + no foreign citizens.
- Secondly, you'll see who has the most culture in that city. It is yours, so you have. No additional factor
- Thirdly, happiness. assume no WLTKD, nor disorder. No factor as well
- Fourth, you take into account total culture. Your's is double of his, so you divide the chance by 2. Result = 1.5
- And voila: the number of troops you need to fully negate the CF is 2 (bigger than 1.5).
Now, let's say you have only 1 troop in there, what would the CF chance be?
- You already now that the modified cultural pressure is 1.5 . Subtract 1(troop) from this --> 0.5
- this is then divided by the distance factor, which is 2000 as your capital is as close as his. So the total chance becomes 0.5/2000 = 0.025% each turn. On average, it will take 4000 turns before this city will flip. Or, during 200 turns (a realistic number in each game, there are 540 turns from 4000BC to 2050 AD), you have a 1 in 20 chance this city will flip on you... not really worth worrying about.
Example 2:
same city is under cultural stress, but this time it is much closer to the foreign capital, has 6 foreign tiles (still all of the citizens are yours), and your total culture is only half his.
- Bad elements = 6
- No additional factor because your culture in the city is bigger then his (you build the thing)
- For the moment, assume no WLTKD, nor disorder. No factor as well.
- Your culture is half his, so the 6 becomes 12, this is the total cultural pressure.
- Conclusion: you would need 12 troops in that city to fully counter flipping. This is a lot, but still reasonable.
Assume you only have 3 troops in, the chance would then become:
12-3 = 9 ... which has to be divided by the distance ratio which is in this example (very close to their capital) 500. So, the total chance would become 9/500, or 1.8%. This means that that city will on average take 56 turns to flip, a quite reasonable duration.
Now, in the example above, what would be the effect of a WLTKD?
- The number of troops needed to keep a hold on that city would half, so instead of 12 troops, you'd need 6.
- If you have 3 troops (like above), the chance would become(6-3)/500 = 3/500 = 0.6%. On average, the city would flip in 167 turns
If, on the other hand, there would be a disorder instead of a WLTKD, the number of troops you need is doubled. 12 --> 24.
- if you still have 3 troops there, the chance would be (24-3)/500 = 21/500 = 4.2%. On average, the city would flip in 24 turns...
From this example, it may be clear that happiness is everything, whatever you do, don't let a culturally pressed city fall into disorder!!
Example 3:
You conquered a foreign city, size 12, 8 resistors, next to capital, and with 5 foreign tiles. Your total culture is only half his, and there is normal happiness.
- 'bad elements': 12 foreign citizens + 8 resistors (they count double) + 5 foreign tiles = 25
- City culture was higher for the other one (it's his city): 25*2 = 50
- no happiness modifiers
- your total culture is half his, so you will need 50*2 = 100 troops to fully negate the CF chance.
If you only have 5 troops in the city (artillery doesn't count!), the chance would be (100-5)/500 = 95/500 = 19%. This city will on average fall back into the enemy hands in 5 turns, which is very high.
What could you do to counter this?
- The total culture is of course a big factor here, but that can't be changed over night. If your total culture would have been double of his, instead of half, you would only have needed 50/2 troops, or 25 troops to fully negate the CF chance.
With the same 5 troops present, the total chance would have been (25-5)/500 = 20/500 = 4%. On average it will take 25 turns, by which you should have conquered that capital easily
- WLTKD has similar effects: it would mean 50 troops need, and a (50-5)/500 = 9% chance (11 turns)
- starving citizens doesn't work well: you can only starve one citizen at a time, which won't be a resistor unless they're all resisting, and the chance only marginally improves. I only do this when you can pop-rush some culture building
- Rushing culture is good, not because of the effect it has on city culture (but this can be a factor when the conquered city didn't had any culture before), but because of the border expansion: if you have 5 less foreign tiles to worry about, your chance would become 80/500 instead of 100/500
- quelling the resistance is always good (but risky, as you need troops for this): losing 8 resistors would make the chance 68/500 instead of 100/500.
Any more examples? Let me know...
DeepO
[edited to correct a small mistake]
Comment