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Rakso
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I wonder if happiness has something to do with it, especially if it's full of foreign nationals.
Bah, it makes grabbing cities to gain a foothold on a new continent (especially for a resource in a new age) very tricky, since the whole city can defect back!
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MarshalN
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I find it VERY difficult to convert anything that's part of an enemy's main group of cities. If the city you're trying to convert is far away from their mainland, or if detached, I think the chances are good as long as your culture is clearly superior. If you're trying to convert a city that's actually part of the main body of their empire, however, I have had very limited success doing that, happening maybe once or twice so far.
All in all..... don't count on it.
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Rakso
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quote: Originally posted by Mr. T
Perhaps it would be good to take the capitol first with a surgical strike. hmmmm |
I know, but the way the AI distributes industrial age resources in clumps on the same continents, you just have to sometimes.
Surgical strikes are ideal, but they're likely to be the big cities, and the game skews combat quite a lot in favor of the defense!
Anyone notice there isn't a single attacker combat bonus?! Hell, your Elite Cavalry is just a match for a fortified Spearman in a big city?
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Blackfish
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OXON, UK
Dec 2001 time: 05:16
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quote: Originally posted by Mr. T
1) Distance of the city from the two civilizations capitols
2) two civs respective total culture
3) cultural production of cities close by
4) amount of garrisoned troops
I think the following may have an effect:
4) Happiness (its hardest to take over a WLT_D city, easier to snag a city in civil disorder)
5) wealth of civs and cities in region
6) total civ happiness
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Add:
[7] Relative distance to capitals.
Chance to "convert" is reduced if your capital is farther away than his capital.
Query: Does the FP count as a capital in this case?
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Blackfish
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OXON, UK
Dec 2001 time: 05:16
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DOH!
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Blaupanzer
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Fairfax, VA
Oct 2000 time: 00:16
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7)Number of foreign nationals relative to total number of citizens in the city.
In reverting specifically, there appears to be a relationship between number of ground units garrisoned in the city versus number of foreign nationals in the city. This algorithm appears to count only ground units with a-d-m stats (no planes, cannons, ships, workers, etc.) Based on experience to date, would hazard a guess that the FP (theirs or yours) does NOT play in this equation. However, I've been pretty successful at preventing reversions, so far. (Not completely, ARGH!) 
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pcasey
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The rule of thumb I've found is one non bombard military unit per population point +1
e.g. 13 units in a size 12 city.
In my experience you don't usually need to bother with this sort of uber garrison unless, for example, you just bum rushed a city deep in enemy territory.
You can usually get away with a smaller garrison, but what I have found is if you put in a garrison as large as I described, you're essentially immune to reversion.
At the very least, I've never seen a city thus garrisoned revert.
Of course one might reasonably ask what else I could be doing with 13 military units...
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