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The Peasants are Revolting!

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  • The Peasants are Revolting!

    Okay, I've done a quick search in the forum and not found much about revolts, and the Civilpedia has nothing.

    How to you stop revolts? What causes them? What influences the chance of revolt?

    It seems that when you take another civ's city, the population wants to revolt. The factors seem to be size, how close you are to the border, how close to other civ's capital, relative proportion of population, if it used to be the capital, and possibly the phase of the moon for all I can figure out.

    Putting troops in a city reduces the chances, and from one post, the quality of the unit seems to be a factor (machine guns being better than macemen at reducing revolt chance). But I have had cities where I reduced the chance to zero, and then had them revolt 5 turns later.

    Does someone have some information on this aspect of the game?
    Rule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'."
    http://www.schlockmercenary.com/ 23 Feb 2004

  • #2
    It is based on culture, not population. The greater the difference in culture, the greater the chance of revolt. Units do indeed protect against revolt, and more advanced ones do indeed protect better the less advanced units. I forget the specific numbers, but someone will come in with them, I'm sure.

    A city that revolts twice will switch civs. However, cities that were taken with military force will not switch back to their original civ, unless you have an option checked in a custom game. They will still revolt again and again, though, unless you either increase your culture or garrison lots of units.

    Cities also have slave revolts in BtS, but that is caused by the slavery civic, it is a totally different game mechanic.
    You've just proven signature advertising works!

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    • #3
      What happened is the city in question fell into more foreign culture between the time you checked what the odds were and the time the revolt happened.

      This is very easy to happen in cities you conquer because all the cultural buildings the city had were destroyed when you conquered it while the nearby opposing cities are still producing culture.
      Last edited by joncnunn; December 7, 2008, 17:24.
      1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
      Templar Science Minister
      AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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      • #4
        The peasants are revolting
        and their Manor Lords are even uglier.

        Sorry, but Groucho Marx jumped into my mind at the thread title.
        And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot

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        • #5
          Re: The Peasants are Revolting!

          Originally posted by Boracks
          The peasents are revolting!
          Of course! Thats why we don't let them in the castle!

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          • #6
            I hadn't noticed that the tech value (or strength) of the units made any difference in preventing revolt. The number of units does matter. If I have to use many units to occupy one city to prevent revolt, I tend to change out the best attackers from that city with old still unimproved units that are sitting around without seeing the chance of revolt flag return.
            No matter where you go, there you are. - Buckaroo Banzai
            "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

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            • #7
              Revolt is like the prereqesite to culture flipping, which is much harder to do in Civ 4 than it was in Civ 3 wich is both a good thing and a bad thing. Besides when you have a city completly surrounded by enemy culture, it usualy helps your economy to have it revolt to the other side. I am not sure if garrisons have anything to do with it, but it probably does.

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