I had a shot at an OCC game, to try and simplify things and to get a focus on the LB / Pop Size malarkey for a revolution. I'm one of those old Col fans that is struggling to get to grips with this version with more than a bit of frustration.
As I was switching workforce between specialists for extracting raw materials, production, builds, guns, lumber, food etc I typically had a size 12-15 city with various bods outside swapping in and out depending on what I was doing.
I went the recommended route of not making any LB's until late on, when I had three Statesman specialists ready to start from scratch with Printing Press and Newspaper for a quick dash. At first the % rose quickly, but soon levelled off, even in the city, crawling up at 1% per turn ( I was a bit late in starting as I had been stockpiling guns).
However, the overall % was going almost nowhere until I started murdering my population, and even taking them out of the city to murder them. Eventually I got there, but probably too late to have time to fight and defeat the REF before the final whistle.
Being too slow to start revolting is one thing, and I feel the timeline is too tight in the default rules to be enjoyable, but I was really frustrated by the way that even non-military pop outside the city counts against the revolution. I've seen justifications written about the loyalty of military units to the king, but it seems to not have anything to do with being military. I built enough guns for a 25 unit army and bought & built over 10 cannons, but had to kill half my millitia troops to enable the revolution. Madness.
In all Civ games I've played since the first, the easiest level has been easy enough to beat without resorting to gamey exploits and counter-intuitive tricks, but this game seems to have been designed to be won with some very odd strategies. For example, some strats I've read rely on taking the very guns and tools that you've just hauled over the ocean straight back home to be traded for something else. Or an immediate attack on a native or Euro Civ. This just feels wrong.
Massacring my population as a requirement for the revolution threshold definitely feels wrong.
As I was switching workforce between specialists for extracting raw materials, production, builds, guns, lumber, food etc I typically had a size 12-15 city with various bods outside swapping in and out depending on what I was doing.
I went the recommended route of not making any LB's until late on, when I had three Statesman specialists ready to start from scratch with Printing Press and Newspaper for a quick dash. At first the % rose quickly, but soon levelled off, even in the city, crawling up at 1% per turn ( I was a bit late in starting as I had been stockpiling guns).
However, the overall % was going almost nowhere until I started murdering my population, and even taking them out of the city to murder them. Eventually I got there, but probably too late to have time to fight and defeat the REF before the final whistle.
Being too slow to start revolting is one thing, and I feel the timeline is too tight in the default rules to be enjoyable, but I was really frustrated by the way that even non-military pop outside the city counts against the revolution. I've seen justifications written about the loyalty of military units to the king, but it seems to not have anything to do with being military. I built enough guns for a 25 unit army and bought & built over 10 cannons, but had to kill half my millitia troops to enable the revolution. Madness.
In all Civ games I've played since the first, the easiest level has been easy enough to beat without resorting to gamey exploits and counter-intuitive tricks, but this game seems to have been designed to be won with some very odd strategies. For example, some strats I've read rely on taking the very guns and tools that you've just hauled over the ocean straight back home to be traded for something else. Or an immediate attack on a native or Euro Civ. This just feels wrong.
Massacring my population as a requirement for the revolution threshold definitely feels wrong.
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