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Arrian
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Kneel before Grog!
Jul 2001 time: 00:18
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Hmm, I've stacked wounded troops in a newly captured city many times w/o it flipping, but I have definitely noticed the "reload, remove troops from city - no flip" thing. This was a couple of patches ago, when I was still trying to figure out how this stuff worked. I would remove all troops, even the infantry, and no flip. It changes something in the random number sequence for the turn, I think. Anyway, if I feel a city is a flip risk (rare, since I tend to be heavy on culture), I raze the sucker and rebuild one of my own. I often bring settlers along with my invasion forces, particularly late in the game.
-Arrian
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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quote: Originally posted by Demerzel
Anyway, what I wanted to know is, is there any particular reason why removing troops actually prevents a c.f. whereas piling troops in does not?
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The answer is quite simple. The flipping percentages are always quite low, one of the highest chances you can get in a reasonable game is 10% (and this means you've got no culture in your empire, or are playing to let a city flip instead of protecting it).
So, at most there is just a 1 in 10 chance of flipping. If, at that moment, you reload and move all your troops out, you do two things: 1) you worsen the percentage chance (e.g. from 10 to 11%) because there aren't that many troops available. 2) you change the random number that is compared to the flipchance, which most likely is better than what you got.
an example: a given city has a 10% chance of flipping, with 5 troops inside. at the beginning of the turn, a number is generated, say 4 (on a scale of 100), and compared to the chance. 4 is smaller then 10, so the city flips.
You reload, and move your troops out. The chance becomes e.g. 11%. Again, another random number is generated (the situation has changed), e.g. 64 (out of 100). This is again compared to the flip chance, where 64 is bigger then 11, so the city stays yours.
So, while the chance becomes worse, you get 2 different shots at it when reloading. Note that thiis will also happen if you move e.g. a completely other unit into enemy territory, or if you move one unit differently then the first time: the RNG seed changes, thus you change the flipping behaviour of that city. It is false that it prevents flips, as if you test a few games where you don't move any troops into cities, the number of cities that flip will certainly be higher...
But again, remember that troops are the smallest factor of preventing flips, it is the only thing that will get the chance to zero, but total culture of your empire, number of foreign citizens and foreign tiles, and WLTKD are the biggest factors. If you make sure these are good, adding 1 or 2 troops will prevent all flips.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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aanhz_capone, I'm not going to comment on your 'troops shouldn't die' thing, this has been discussed to death in here. Let's say that I'm a big supporter of the idea of Culture flips, and that I know in large how it happens, and how to deal with it. This doesn't mean I agree with all the implementation details. It never bothers me, though, as it is extremely rare that I lose a bunch of troops in a flip.
As to the troops: it was possible from the first patch on to use many troops to zero the chances. However, as mentioned in the Culture Flip Formula thread (look at page 4) you do not want to do it blindly. In some cases you need over 100 troops to negate the chances, in others only a few are enough. Garrison troops in a city is not the best way to counter your culture flip problems, on the contrary, it is the worst.
DeepO
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Demerzel
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it's especially hard on higher difficulty levels when you don't choose to play a religious civ. i often play the romans and so find my culture seriously behind the others, not that I'm not trying to keep up but they get to build most GWs before me and temples have to fight with legions for precedence of building.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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Demerzel, have you tried the ultra early temple yet? with the Persians (I don't play the Romans often, but the Persians are amongst my favorites) you have the same problem of choosing between immortals and temples, but you don't have to: build veteran warriors instead, build temples in between (rushing where possible), and once you feel like attacking connect the iron, upgrade everything, and of you go. Doing it like that means you'll have both culture and a good army, and you don't have to worry about culture before immortals (or legions) become obsolete. Plus, if you upgrade and plan on that from the beginning, there is a good chance your army will be a lot bigger: it's easier to safe on cash then it is to build 30 shields units in despotism.
DeepO
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