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Old January 21, 2003, 12:24   #31
alva
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The best thing to prevent a culture flip is;

- Make sure you 'own' all 21 tiles of the city radius.

- Get the city in 'we love the king' spirit
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Old January 22, 2003, 03:13   #32
Hurricane
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Re: Not quite understood
Quote:
Originally posted by epics
As I said: I can't change my research in Since Advisor Screen (F6), it just don't work, nothing can be marked!!!
And thanks for the "culture fliping" thni.g
I've seen some mods that are buggy, especially if they have big changes in the tech tree. I guess there's nothing you can do about it.
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Old January 22, 2003, 04:51   #33
theNiceOne
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Quote:
Originally posted by bongo
There are a number of factors(6?) of which number of foreign nationals and overlapping city radius is the two biggest.

Number of troops is the smallest.
I would say that the potentially biggest factor is the foreign culture / own culture modifier. If you have a great culture lead, this is more important than the other factors, and it also skews the importance of other factors.

I.e. if you have a city with foreign local culture higher than yours, and equal total culture, then you need 2 military units for each foreign citizen/city tile.

But if your local culture is higher than foreign local culture, and your total culture is 5 times bigger than foreign total culture, then you need only 1 military unit for every 5th foreign citizen/tile.
So in this last case, military units are 5 times as important as foreign citizens/tiles. Add a WLTKD, and the military unit becomes 10 times as important.

I.e., a city with 20 foreign tiles/citizens in WLTKD only needs 2 military units to totally quell CF if your culture is 5 times the foreign culture. Here, each military unit is very important.
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Old January 25, 2003, 09:33   #34
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War of Art, I thought non-captured worker has work faster than captured worker?

Conquer the city adjacent to your cultural boundaries. Will that help?

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