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Rainstorm
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I have the same frustration, it is one of the major reasons I stopped playing Civ 3 for a long time. It just seems that everything in the game works against you successfully conquering other civs. Certainly you can do it, but it becomes so frustrating and time consuming that it drove me nuts. In the early game its not so bad, but the higher tech levels you get the problem seems to get worse. I just don't understand the logic of culture flipping during wartime. During peacetime, a city or two defecting to the dominant culture is fine, but how in the world does it make sense to have a city which I have just taken, reducing it from pop 10 to about pop 2, and filled with my own troops, reverting. What, are my conquering tanks going to let a few disgruntled civilians push them around when we just smashed the enemy's military machine? 
I think any kind of reversion during wartime should be divorced from the normal cultural rules. It seems to make a lot more sense to link it to the amount of resistance in a city. That way, if you lightly garrisoned a city there would be a chance for the people to form guerrilla groups and maybe eventually revolt and take it back over. But just a vague cultural reversion that you don't even have a chance to fight? No way.
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Lewsir
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Paris, France
Jan 1970 time: 06:18
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I'll put here the same thing I just put in the CIV3 strategy forum:
I haven't actually played with the new patch yet, but would be very interested in hearing from people who have - any insights on whether the patch has much effect on city flipping, especially if you put a lot of units in?
From what I gather from Firaxis, the new patch does increase the influence of military, but it still sounds pretty difficult to hold onto a large foreign city. From the Apolyton news clips Feb 16, they post, from Firaxis:
"Number of units to supress cultural reversion: cities with 2 or 3 foreign nationals and full control of their city radius probably will be under no risk with 4 to 6 units".
If this relationship holds for bigger cities, you'd need around 20 units to be sure of holding a size 10 city. Ugh. Thus it still seems the case that for large cities, either pound them down with artillary ahead of time, starve em out quickly once you get em, or just raze them to the ground. I hate those choices. 
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zlandar
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Post patch the difference seems to be a delay in how quickly controlled cities will flip back. I pretty much plan to either conquer an entire continguous swath of enemy cities to prevent flipping or will capture the desired one and raze the nearby cities to decrease the opposing civ's culture. The starving tactic works too, but I would have your own workers nearby to quickly rebuild the city population once you have starved out most of the foriegn citizens since the bigges civ majority in a town seems important.
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