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  • Revolting Cities

    Is there any way to stop a city from revolting? Can I station more troops, drop a GA and create a masterpiece, change citizens to specialists, anything?

  • #2
    A GA could do it, GA's stop the resistance in a given city and gives it +4000 culture. That should be enough that it is unflippable(don't quote me on that, I'm sure someone could get a 4000 culture city to flip) If you don't have a GA, you just have to pray and build culture buildings and put up artist specialists, as much as you can. Converting to the Free speech civic also helps as it gives +100% culture in all of your cities.

    3rd patry culture flipping from conquest really pisses me off, mainly because even if you rush buy tons of culture improvements, you can still lose the city.

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    • #3
      Even if the city is in active revolt? I.e., the ZoC is down to one square (the city) and my units are damaged?

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      • #4
        The only thing that will immediatly end that is a Great Artist creating a masterpiece. Else you have to wait for the number of turns to pass.

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        • #5
          just station 10 military units in the city...

          then take one out and see the % to revolt go up for each unit.

          I think 10 is the guaranteed prevent revolt number (don't use helicopters though they don't count i don't think)

          so you can have 0 culture and 100% surrounded by enemy culture boundaries

          sucks you have to keep 10 units there but if you're a big war monger it shouldn't be a problem while you wait to bash the culture thats causing the overlap.

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          • #6
            Sounds like a reason to never research Horse Riding so you can spam cheap police chariots.

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            • #7
              Whats wrong with just going in with a stack + settler razing the city and starting from scratch leaving all improvements in place? Its a lot quicker and you can keep the stack rolling to hammer the opposing culture

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              • #8
                That might work when you're on the warpath, but I was more concerned about keeping cities I founded from flipping to the enemy.

                Although yours is a good idea. I'll have to try that the next time I take someone on. The only thing is I won't be able to pop build for quick culture if I have Slavery.

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                • #9
                  You can avoid cultural flips by using 10 units inside a city? Why didn't I know that in the game where I lost half my newly conquered possessions to my best ally because he had some great culture cities nearer my new cities than me...
                  Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                  I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                  Also active on WePlayCiv.

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                  • #10
                    I've had AI cities flip to me whilst containing a large stack of units before, and I've lost cities containing about half-a-dozen.

                    Maholic, is the 10 unit loss prevention dependent on having the Hereditary Rule civic (units in cities create )enabled?

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                    • #11
                      Originally posted by maholic
                      just station 10 military units in the city...

                      then take one out and see the % to revolt go up for each unit.

                      I think 10 is the guaranteed prevent revolt number (don't use helicopters though they don't count i don't think)

                      so you can have 0 culture and 100% surrounded by enemy culture boundaries

                      sucks you have to keep 10 units there but if you're a big war monger it shouldn't be a problem while you wait to bash the culture thats causing the overlap.
                      IIRC, this only applies if you´re using the Hereditary Rule civic (as mentioned by Lothar above). 1 military units equals one happy face. So the number of units necessary would have to correspond to the number of unhappy citizens.
                      I love being beaten by women - Lorizael

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                      • #12
                        Military units prevent dissent on all governments, but don't give any happiness except on Hereditary Rule.

                        I've never seen a city with a greater than 10% chance to revolt, and I've seen one unit supply a 0.5% chance drop up to a 1.0% chance drop, I think it depends on how far in the poo the city is.

                        I took a former Egyptian city from the Aztecs which was fully witin the borders of the Egyptian capital after I took it, and I had to keep it garrisoned with 10 units from the mid 1500s to 1900 or so...

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                        • #13
                          the 10 units was a rough estimate, as your culture grows the number you need drops etc

                          so it might be as many as 20 units in the worst case scenario but units do drop the revolt chance, just try it for yourself on any government, put a unit in, look at the revolt chance, take it out and look again, you can then quickly work out the optimal number of units to station in that city to keep it from flipping, unless they culture bomb which i imagine would cause you to need more units stationed there again.

                          i find using old units best for this task as i don't notice any difference in how much revolt chance is changed per unit so far...

                          if you're rich, rush theatre, library, university, and station 2 culture dude specials in the city so over time you can slowly remove units from the city to use elsewhere. (university is a bit expensive though, maybe just the temples)

                          Edit : from memory around 10% revolt is the worst ive seen on noble, i don't know how much difficulty level adjusts this if at all, but if from the above poster 0.5% is the lowest a unit improves the drop in revolt, then 20 units for the worst case on noble if the 10% i have seen time and time again is correct.

                          Eg in this current game my 20% culture city bordering a 60% culture invading my city by 1 square with culture is 9.83% revolt chance with 0 units, it drops to 8.45% chance with 1 riflemen unit stationed inside, so 7.1 units (round to 8) would quell any revolt chance/dissent etc...

                          if you capture next to some 80% culture city i imagine the worst case would come out, stack of doom can sit around and party in the city while the local culture grows slowly. (i will have to see what chance it is when i take a city next to an enemies capital and how much each unit drops the revolt chance as; as far as i can tell that should be your worst case scenario in most games played.)
                          Last edited by maholic; January 4, 2006, 19:54.

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                          • #14
                            If I remember correctly, the amount of % drop in revolt chance has something to do with the strength (and type) of the unit going in to crush the rebellion.

                            Also remember that the % chance is "per turn" every turn. So for example if the chance of revolt is 5% in the city; that's 5% chance of revolt each turn you take from now on. It might seem small, but if you let it go on unchecked, at some point it might just get lucky enough to go flip.

                            So move in with some military to crush those car torching dolts.

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                            • #15
                              Perhaps if you installed a sewer system the smell wouldnt be so revolting...
                              --------------------------------------------------------------------------------------------------------------------------------------------------
                              The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it wouthit a porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Amzanig huh?...So with that said: if you can not read my post because of spelling, then who is really the stupid one?...

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