Originally posted by duke o' york
Partisans can be generated from captured cities when the civ (previously ) owning them has both Communism and Gunpowder. They do not need to have a communist government though. Guerilla Warfare allows you to actually build partisans, and will increase your chances of having (more) partisans from a captured city. I'm not sure, but I think that GW also means that partisan barbs appear, whereas other civs can have them when their cities are captured, provided they have the requisite techs.
Partisans can be generated from captured cities when the civ (previously ) owning them has both Communism and Gunpowder. They do not need to have a communist government though. Guerilla Warfare allows you to actually build partisans, and will increase your chances of having (more) partisans from a captured city. I'm not sure, but I think that GW also means that partisan barbs appear, whereas other civs can have them when their cities are captured, provided they have the requisite techs.
Interesting, I'll have to check whether they have Gunpowder (Communism being the tech behind that civ name...).
Anyway, I could use the spare slot I just got form my event problem upthere to create a special "rebellious" peasant I could throw in the partisan slot! It would then even make the game a bit more "interesting"...
Don't think so. It's likely to build whatever's in the settler slot. Can you link a units preq tech to a CityTaken trigger? Or will that cause a problem with other cities from the civ-formerly-known-as-barbarians?
If that's not possible, then I'll have to put a "generic" monster in the settler slot, make sure that this civ is unable to build anything, and hope it will then go for the unit in the settler slot! Not 100% satisfying, but it would do...
BTW, could someone find the time to make some tests with barbarian units and changeterrain commands?? Just to confirm that this problem is really messy (and that it's not only a matter of me being stooopid... ).??
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